Sure. PS. I corrected spelling/some grammar to make it easier to read some of your points. As I don't think English is your first language, I hope this will also help to improve your knowledge on how this silly language works.
No issues here.Boss changes:
Bosses hit much harder(100-200% more)
Boss pasterns vary wildly, some are much less static, others are linear
I do not see why this needs to be a thing. As long as the tank can hold hate without this, there is no point having it at all.Generaly mitigating attacks properly grants more emity, (for example, lets say boss does a single target attack that hits 3 times every 3 seconds, every attack gens more emity then normal)
In my opinion, mitigating tank busters should fall to the tanks and healers, which it already does. Every tank has a defensive cooldown they can put n the other tank as well, so they do already provide mitigation for their co tank.Tank busters are a raid effort, dps must use different mitigation/shields. Also opportunities for a dps or an off tank to help with damage (taking portions of a tank buster my doing some machinics).
Whilst I do not think sleep should be included in this list, stuns and interupts should definately be included. With all tanks having access to both, I was hoping they would see more use, as an example, a boss has a raid wide that does damage and adds a DoT, if you interrupt the cast, it still goes off, but the DoT can not be applied, or just make the DoT weaker. As for Magic/Physical Vulnerabilites, they got rid of the ones which were kept up 100% of the time as part of a job's rotation, eg. Stormblood Disembowel or Stormblood Dragon Kick. There was no reason for them to exist and it helps to clean up the boss' debuff bar. If you want more like a Ninja's Trick Attack, then at what point do you stop? Having too many could mean you can potentially have the dubuff up most of the time, which could potentially mean the jobs are required, just because it is that powerful.Require the use of full class kits, including sleep, stun, inter, magic/phys vulnerabilities (eg trick attack), and migation
No reason not to.Clear distinction between physical and magical damage
Not happening and it isn't a good idea. If you add elemental damage, that means you also need some way to reduce it, which would most likely mean materia. Forgetting the whole DPS loss from swapping damage materia for elemental defence, what if a raid series has multiple elements that need to be reduced. Are you going to make people switch out materia every single time you do that fight? What about DPS? Bosses that do not have elemental attacks, suddenly you can do more damage because you can now slot more damage materia rather than elemental defence etc. It is just opening up a whole can of worms for no real benefit.Elemental damage
If a stance causes a tank to do less damage, then the tank will do everything in their power to not be in that stance at all. It does not matter how small the damage loss is, they will avoid using it. Plus, if it is only a small loss, what is the point in the damage loss in the first place? Might as well not have it.Tank changes:
Tanks get 1.5% more aggro as a base with a toggle stance and lose a percentage of damage, some tanks have other stances some do not
But every single tank has to be able to clear every single fight. You cannot have a fight that requires Warrior and Paladin, then the next be Dark Knght and Gunbreaker. If you mean something like a spec tree, then why only for tanks? why should tanks have to go through this and other jobs not? Even if it is added for everything, you have to remember it is just an illusion of choice and everyone will want everyone else to use the spec with the highest damage. It is much easier to design fights when you know exactly what every job has access too.Different tanks have different specializations which help in different fights.
I assume this is to go along with things like elemental materia, or slotting different stats and again the question is why just tanks? The simplest argument against this is inventory space. There is no reason to clog up the inventory for different sets for no reason.Tanks can have multiple sets of the same raid gear(1 for war, 1 for drk etc....).
We will start with the fact that Piety is a healer stat, not a tank stat. It does nothing for a tank/dps at all. Now, the reason DPS is king is because the best for of mitigation is killing the enemy quickly. The longer a fight is dragged out, the more you have to stretch the healer/tank cooldowns, the more chances for mistakes etc. Unless this paradigm is shifted, it will always be the case.Tank stats are clearifed {I don't know what word you are trying to use here}, and impactful. There should be a reason to use piety, focusing a specfic stat should be a tank play style and should matter. (Right now, the meta is get to sps, max crit/hit/det depending on class. basically build for damage. Good play style but should not be the only one.)
I read this and I don't think you understand what Direct Hit does. It is basically a mini Critical hit, it procs more often but has a smaller boost in damage. More direct Hit means a higher chance. A tank's base Direct Hit at level 80 will see them have a Direct Hit rate of 0%. This means any meld is a DPS gain as they will gain some Direct Hit over the base and therefore have a chance to Direct Hit.Focusing hit should mean a clear improvement to the number of hits
Again, talking of stats and you do not know what they do. Det just makes your damage/healing more potent, a small damage/healing increase.Focusing det, umm i have no idea what this does
At the moment, Critical Hit gives the biggest return on damage per point of stat on average. It isn't really a high risk/high reward when the % chance gets normalised througout a fight, which just makes it the strongest damage increase from a secondary stat.Focusing crit, do what it does now, more of a high risk high reward style
I already explained Piety, however, they DID make a stat that increased the tank's defensive capabilities, which is apparently so forgetful. That stat is Tenacity which not only gives the tank some damage mitigation, but it also boosts the tank's damage as well. However, do you know why noone uses it? The Damage increase is lower than Determination and the damage mitigation is so weak, it makes no difference to how a healer heals a fight. I am sure if the stat was made stronger, tanks would use it, but for now, it is forgotten about.Focusing piety, stronger mitigation and def playstyle
Except no DPS likes having to try and weave in an enmity reduction, especially if it is required because it helps the tank stay in their damage stance. I have said this before, but enmity should be controlled by tanks, it should not fall to the DPS to manage the enmity of he tanks. A tank's incoming damage in already controlled somewhat by the DPS, with Feint and Addle reducing physical and magical damage respectfully. As for the 110% enmity thing, just why? If you never have the DPS get close anyway, then it doesn't matter.Raid changes:
Dps will have an active role in reducing their enmity. Some classes will have a built in skill to help, some will not. Mechanics will have a way for dps to help reduce tank damage {I am assuming this is damage the tank is taking}, and reduce their enmity.
To steal enmity a dps would need to generate about 110% of the total enmity generated by the tank.(the longer the fight goes on the hard it is to steal threat)
Overall, I think you have missed the mark. On the train of enmity, you have tried to see if you can find a middle ground where there is no ground available. As for your other points which do not pertain to enmity management, there are some good ideas, but alot miss the mark for what this game tries to do. This game is trying to make things simple. You go into a fight with a party and you know you can clear the fight with your party composition. You do not have to worry that the team isn't stacked with fire resist on a fire boss, or ice resist on an ice boss. They put more emphasis on doing the fight corerectly, than making sure you have the correct gear equipped with the right melds. Keep things simple.