
Originally Posted by
Izsha
I fully understand the concern to have balanced jobs after big reworks like the expansions. But what you have to realize is that it is MUCH easier to have jobs with unique and interesting playstyles and cohesive kits. Make the jobs engaging, unique and fun. Test them to be in the same ball park numerically. Then make minor tweaks to the numbers after release.
Think about pld in Stormblood. It got reworked into a nice job that really 'feels' like a paladin. Shield stufff everywhere, using physical swordsmanship and holy magic to smite your foes. Protecting your allies with protective holy magic and your own shield. Very well designed. But overturned. So they just nerfed the potency of holy spirit a bunch, tweaked the enmity on this, the potency on that, etc.
Compare that with drk. It came in underfunded and they slowly buffed up its potency many times, reduced cooldown times, extended tbn duration, added some enmity, buffed magic CD etc. They mostly buffed numbers but the job design wasnt aa good and cohesive as plds from the start.
Both jobs just got number tweaks but the core kit remained unchanged. Even war who had some work done is fundamentally the same class though it got a more dramatic changes.
The point is, the call to action shouldn't be tearing war down. It should be pushing for 4 well designed tanks with cohesive kits because the only thing we can guarantee is they will tweak some numbers post release to make the power levels fall in line. But they probably wont kake big redesigns. So demanding warrior loses this niche or that gameplay aspect is the opposite of what the playerbase actually deserves. 4 fun interesting, well designed tanks. You can always dramatically shift balance around with numbers. You cant redesign a broken tank from the ground up mid season. No class deserves to be without identity, not warrior, drk, pld or gun. Tearing down warrior doesnt make drks design better. You just make 2 poorly designed jobs instead of 1.