Quote Originally Posted by Kalise View Post
Probably because role actions are boring at best and superfluous at worst.

Like, many role actions are literally useless (Break, Drain, Goad, Surecast, Foot Graze, Leg Graze, Arm Graze), or incredibly niche (Convalescence, Awareness, Arm's Length, Crutch, Eye for an Eye, Rescue, Mana Shift, Apocatastasis, Palisade, Erase, Feint, Addle).

With some actions seemingly only existing to create ability bloat (Protect, Peloton, Cleric Stance - Literally all 3 could just be passive effects)

There are very few Role Actions that are actually meaningful. Thus, with such few meaningful Role Actions, why not make new animations for the same basic tools? Or fit them in with the already existing Job actions that are completely useless anyway?
Except you’re not suggesting remove role actions altogether or remove useless role actions, you’re suggesting remove useful ones and add them back in again for every tank job.

Why not do this? Waste of development time, the time they spend making another rampart and convalescence clone for every new tank job with its own name and animation could have gone into a new unique skill. That’s the whole point of these moves being role actions.

Same goes for your idea for anticipation and provoke. What it boils down to is remove it and give every job their own version. You also wouldn’t want to attach provoke to a tanks only ranged attack skill, that won’t end well.

I also question how much endgame you’ve done based on the role actions you consider niche. Like you don’t even need to be talking savage, even ex primals see use out of most of those skills like convalescence, awareness, surecast, arm’s length, feint/addle, MANA SHIFT (?!?!).

I won’t bother getting into the “useless” ones but I’d say they are the more niche moves. It’s more that the way the game is designed invalidates them most of the time more than anything.