Quote Originally Posted by MerlinCross View Post
You also missed it back in Heavensward it seems or at least weren't around. A good number of DPS did switch over to WAR during that time because it was stupid easy to push high numbers. Sure it might not have been as high as DPS but it was still appealing to go for the big damage with the least amount of work.
Meanwhile, we still have Red Mages and Bards complaining that people don't want them in statics because of approximately a 200 DPS difference with other similar jobs.

That's right. A ~1% difference in DPS, less than what people consider insignificant in terms of materia meld choices.

I don't think people will suddenly be rushing to play Tanks for "Easy" DPS that is literally 20%+ lower than a DPS, especially when DPS jobs these days are also equally faceroll easy.

Quote Originally Posted by MerlinCross View Post
The Solution shouldn't always be "Bring them up to the same level, doing the SAME THING The Top Jobs do", there should be another allowed solution. But because Damage is the only tier list people seem to care about, everything else is trash.
The issue is there's a limit to what can actually be useful in a fight.

We have things like Vercure, Mantra, Tactician etc. But given that Tanks and Healers already don't need to do very much, these things are wasted.

Especially when you consider the fact that if anything was designed around an ability or mechanic that a specific job had instead of competitive DPS, then good going you've now made that job mandatory for every comp. If fights are not designed around such an ability, it's superfluous because you can simply get by without it by playing better (Which is what the top players will do, which filters down into the meta)

Quote Originally Posted by MerlinCross View Post
I want a Tank that plays like a tank.
So, why is in your opinion a Tank the antithesis of Damage?

Why can there not be a case where a Tank, that plays like a Tank, can still deal damage (Like in pretty much every other game in existence)?

Like, it doesn't make sense for Tanks to be ineffectual in damage, when you consider their namesake, the military armoured vehicle Tank, not only has its thick armour plating making it difficult to take out without specialized equipment... But also has a honking great big cannon sticking out the front that can cause serious damage.

Having Tank centric gameplay and having reasonable damage are not mutually exclusive concepts. It's still very much possible to have the feel of a Tank while still hitting hard.

Quote Originally Posted by MerlinCross View Post
Why demand an entire role be changed? Oh that's right, because damage is the only thing that matters, and without damage there's no fun. Oh but changing the game to reflect this is totally out of the question because... reasons?
Why demand an entire role be changed? Because the role is uniquely being targetted by the Devs to make them artificially inferior in a completely stupid way.

Why is changing the game to reflect the damage focused nature of things totally out of the question? Because, despite your constant whining, people don't just want Tanks to become DPS and are holding out hope that the game gets changed for the betterment of actual Tank and Healer gameplay.

Quote Originally Posted by MerlinCross View Post
I'm tired of "Damage Only" focus and people being too blinded by it to ask for anything else.
The major issue that you're not seeing because you're getting too blinded by damage, is asking for more Tank tools won't do anything.

Since the game is not designed to use them. Heck, the tools we already have are more than enough, with a significant number of fights being possible to solo tank with many that aren't simply having dual tank busters meaning that a single Tanks kit can mitigate all the necessary damage as opposed to requiring tank swaps to make use of BOTH tanks tools.

Asking for damage can be done in the game right now. Literally, they can fix damage and push out a hotfix next reset.

Asking for more reasons to include a better tank kit requires completely redesigning encounters from the ground up, from frequency, to types of mechanics used, alongside overhauls of all Tank jobs in their entirety to incorporate the new tools as well as a ton of balancing if they want to avoid simply copy/pasting the same skills across all tanks.

It's a much bigger ask, than simply undoing a dumb change to the damage formula for a specific role. One that also impacts other roles too, since if Tanks have more resposibilities, it means that there's more chances to fail leading to Healers having to pick up the slack putting more pressure on them. This then means that global mechanics might have to change in difficulty/frequency which will then impact DPS too.

Quote Originally Posted by MerlinCross View Post
But hey, maybe they'll listen to you next patch and do the same thing to Tanks as they Did to healers. Effective damage that's taken into account, boring to play. Because that went over so well.
Actually, the boring to play changes would be if they followed your idea and "Made Tanks into Tanks", since that would be the same thought process they used for Healers when they tried to make them into Healers by adding a bunch of (Unnecessary) healing skills while cutting out their DPS stuff to allow them to focus on healing.

Wherein, they'd try to make Tanks into Tanks by giving them a bunch more (Unnecessary) defensive skills while simultaneously cutting down their damage skills so that they can focus on tanking.