
Originally Posted by
Kabooa
Single player RPGs don't have to follow that design, because it doesn't matter if options are overpowered. Final Fantasy is actually the greatest, most widespread example of character classes going away in favor of just the character. Earlier RPGs featured classes with diverse strengths and weaknesses, but they were gone as early as 6, not returning until around 9, and then gone again in 10, 12, and 13.
Saying it doesn't apply to MMOs depends entirely on the MMO in question. An MMORPG using the trinity system absolutely follows this design schemata.
If we are comparing like with like, the DPS range from 16-22% mitigation from defense, with "Chain" having higher Physical than Magical, "Leather" have equal, and "Cloth" having higher magical than physical. They average to about 20% mitigation when it's all said and done. The mages (Casters and healers) have nearly 10% less HP than the physical classes (melee and ranged).
They are, effectively, within 10% EHP of each other, and their damage ranges are within 10% of each other. The rest of their kits are mostly comparable but with different aspects.
In ARR, you gave up EHP to gain damage.
Hey, remember in Heavensward? You gave up EHP to gain damage.
Stormblood? You gave up EHP to gain damage.
Basically every point of FF14's history that has allowed you to gain damage has done so at the expense of EHP. Why should our changes to tanks not include that design goal?
Why shouldn't increasing the tank ceiling not come with appreciable risk?
Potency alone doesn't increase the weight or impact of gameplay in any manner but artificial ones. Much like it's 'briefly exciting' to see HP values soar higher, it's equally brief in seeing Hard Slash go from 6000 to 6600. It'll be lost in the cacophony of numbers that follow.
There is no feedback in raw potency boosts, but there's extremely satisfying feedback in gameplay focus that leads to higher numbers (RE: Tornado Kick Monk).