Quote Originally Posted by Rhais View Post
You haven't explained anything, you have filled this thread with a bunch of long winded vacuous posts devoid of any sort of solid reasoning for why tanks shouldn't see a damage increase. You and others have failed to put forth any sort of credible argument for why a damage increase would be negative. There is nothing there except your own, and others subjective opinion that tanks are fine now.
Taken from earlier in the thread, page 6 I believe:

Quote Originally Posted by Quor
I've read through this entire thread, watching Kabooa (and others) explain why their arguments are, in a word, bullshit, yet the same responses just keep coming, all some variation of "gib dmg 2 tank plz." Buzz words like aDPS and rDPS are thrown around, comparisons are made, and counter arguments are ignored, all in the goal of getting bigger numbers for the sake of having bigger numbers.

Look, here are the facts; SE has designed a 2/2/4 baseline group composition for tanks/healers/dps and all fights are designed in such a way that by playing your class correctly at minimum ilvl you should be able to beat the final enrage assuming you successfully did all the mechanics in the fight. Anything beyond that is simply e-peen flexing. All fights in the current end-game were beaten by 2/2/4 comps of various types within the first 24 hours of their release. Asking for more dps on a tank, either via personal means or raid utility means, is asking too much. Tanks have the dps they need in order to beat a fight. Wanting more just means wanting to carry people in your group, and as Samsta notes:

"Your damage doesn't matter, what matters is if you fill your damage square is expecting out of you while doing mechanics, again, if you did more damage, bosses would just have more health, they wouldn't end any faster. I am amazed people don't understand this. The obsession with with big numbers in your parser is close to an obsession really."

Which sums it up nicely.
And again, on page 10, responding specifically to you:

Quote Originally Posted by Quor
Several were offered, most notably:
1 - apples and oranges comparison of tank damage against healer/dps damage. Comparing damage across roles is a terrible idea and should not in any way govern balance decisions.
2 - the game, as designed right now, is completely clearable. This means the content we have in game has been designed with the current dps/mitigation/healing issues in mind.
3 - arbitrarily boosting the dps of a given job won't make fights go faster. Tying into point 2, content is built around certain expected dps levels. Boosting dps just means the content hp gets boosted accordingly.
4 - tank balance right now is the best it has ever been. Just small tweaks - if any really - are needed, and at most we're looking at small adjustments to potencies or perhaps duration on some things (example: increasing Blood Weapon duration to 11s to make it so hitting the 5th hit is much easier due to the client-server bullshit that happens with BW). Screwing with this balance, even if it's an equal % increase across all the tanks, will throw that balance out the window, since some tanks will gain more from that boost and others will gain less. Furthermore, as gear gets better (i.e. crit scales better) you're going to see the damage rankings for tanks get shaken up. Throwing a blanket dps % increase into the mix will really screw things up.

Those are the ones I remember, without going back and reading each page of this thread again anyway. Most responses to this have been a variation of "but muh deeps" couched in a bunch of bafflegarble about relative dps numbers, as if that means a damn thing considering how the content is built around it.
And I'm not the only one. No one has offered any kind of refutation to the claim that OP (and those that support him) don't care about overall game balance (aka the macrocosm I spoke of earlier). The conclusion to draw from this is simple; those who support an increase in tank dps do not care about game balance, and literally want the game to be easier by virtue of tanks dealing more damage and thus killing stuff faster. Justification for this massive buff ranges from "it would feel better" (without any substantive changes to the playstyle of a tank) to "healers deal as much/more damage than tanks do" (with the implication that this is wrong).

A few people have spoken - rightly so - about the lack of things for tanks to do at end game. Other people, myself included, have noted that this raid tier is supposed to be easier according to what SE has said. Given the amount of tank-centric mechanics that exist in TEA (the utmost importance of positioning and proper rationing of CD's for example) I think it's safe to say that SE both has plenty of tricks up their sleeve as well as plenty of room to grow the difficulty for the 2nd and 3rd Eden raids. But, having said that, there is still an argument to be made for certain aspects of tank gameplay not being as engaging as they could be.

Most people in this thread don't care about that though. They just want to see a larger bar for themselves on FFlogs.

Or as Kabooa put it succinctly on page 5:

Quote Originally Posted by Kabooa
Funny how changing a display metric suddenly made a job less fun.