Not always.
Yes and that's why I'm saying design tanks so that there isn't any that are bringing something extra.
Meanwhile your suggestion is literally make 2 tanks bring one thing extra and another 2 tanks bring another thing extra.
Also, in your suggestion you're making copy/paste out of the same 2 jobs in the role, only now there's maybe a chance that a particular sub-role just doesn't see play just like with previous expansions where the least wanted "Utility" from a job made them get left behind.
Not every tank NEEDS an AoE shield.
If they have something of comparable utility (I.e. DPS output because that's all these AoE shields are used for, LB generation to cause more DPS)
You realize that YOUR solution is the one that causes the most work now, later and forever?
Since not only do you have to REBALANCE ALL THE TANKS NOW to conform into this system, but then you're COMPLETELY SCREWED if there's ever a new Tank job released because now you no longer have your "2 MT and 2 OT" balance, as you now have 5 Tank jobs.
Meanwhile, making the relatively minor changes to the current set up needs the least maintenance since you can literally keep ALL TANK BALANCE, INCLUDING FUTURE JOBS focused around having a central core framework for their kit.
All Tanks having Rampart and 30% DR CD and with parity between immunity (Or an alternate 3rd TB Cooldown).
All Tanks having Snap Enmity oGCD and so can pull.
All Tanks having equal (Or close enough) total DPS output.
All Tanks having equal amounts of OT utility.
There's no reason to deviate from this, you don't need to rebalance existing jobs around completely new sub-roles, you don't need to faff about with trying to make weird defensive CD skills try and work while being "Different" for the sake of being different. Thus you retain balance.
With the only "Maintenance" being to adjust damage numbers with new skill additions and changes so that DPS outputs remain similar.
Literally, it's far more easy than completely redesigning ALL 3 EXISTING TANKS to cater to this new "Sub-role" balancing.
On TOP of then also altering DPS (So you can get Slashing debuffs) and game mechanics (So you can get shields that don't generate extra LB)... And THEN still having to do a rebalance again later because when you homogenized both "MT" jobs into being the SAME and both "OT" jobs into being the SAME and you piss off all tank players by creating only 2 Tank jobs. To say nothing about how you have to completely scrap the system come a 5th Tank job.
Good luck trying to hold back the revolt that would happen if they attempted to do this while forcing people into Tank stances.
Just look at what happened with Tank Accessories.
Because pulls are based on using ranged skills + enmity combo + oGCD all being amplified by Tank Stance bonus enmity.
If you just crank up the enmity on these skills, then you'll have another situation like Savage Blade > Royal Authority crapping on OT PLD for both PLD and DRK whom use their oGCD skills for DPS too (Thus leading to another WAR meta because WAR uses Equilibrium for enmity which is completely useless for DPS)
Which doesn't solve the issue with stances at all.
People will still want to be in DPS stance so long as it is a DPS gain.
If it's not a DPS gain, then it is a pointless stance and will be ignored all the time.
Says the person arguing for making both pairs of tanks the same
Also, when they've finished messing with CD's and Utility (Which can all work in different ways so long as they achieve a similar outcome) then they can turn their focus onto the part of the Tanks kit that we actually use 99% of the time, which is the actually attacks.
If they don't have to consider how to balance things like Holmgang vs Living Bread vs Hallowed Ground or Cover/Intervention/Passage of Arms vs TBN and... Nothing.
Then they can focus more on making more varied and interesting skills for Tanks, where they have more vastly different playstyles and themes (Instead of just all being 123 spamming with PLD and DRK having some oGCD's to use alongside)




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