...my intent was to focus on what I would like in a not-solo situation, though... But if we must focus on the solo part, I would retort that I do not like Red Mage much, and would rather prefer that Tanks have more self-sustain / self-healing capability. If we had to debate solo, I would also retort that the PoTD and HoH is not my interest... I would want to solo all of the activities that require other people, Dungeons, Trials, Raids, Alliance Raids...
but let us not get into that debate. there is no point, and this is not the place for it, any way.

I can agree, though, that I would like it if Reaper has more self-healing stuff than just the weak Role Actions.

Quote Originally Posted by Shurrikhan View Post
That's just it, though. There was often more active tanking on those than what we have now.

Here on XIV, tanking doesn't include actively thwarting our enemy's offenses outside of the rare tether-grabbing mechanic; instead, we just slap the enemy at a 10x modifier and damn near everything that may be redirected is automatically redirected.

That's the problem. It's not a matter of what capacities we have, but literally what we are doing (or, in XIV's case, not doing).

Again, I'm not asking for tanks to have less throughput impact. I'm just asking for their input to be less passive.

Personally, I like when tanks' sustained combined throughput (in terms of healing spared, rather than going so far as to balance them around lives saved) isn't head and shoulders above the other roles because it makes any trade-offs available to a tank feel better situated, and the presence of such options allow for more involved undermechanics that in turn allow for more engaging tanking, healing, and damage-dealing alike. But that fine of balance is not essential so long as they're not pushing other roles out entirely.

But what is essential is that there be actual things to do. Actual things to time, to position, to prioritize, and for reasons beyond just pushing a bit more damage out per minute. "The Monster Hunter minigame" as you called it? Great. Awesome. Not the limit, by any means, but yes, let's make mitigation more active, knowledge more (literally) vital. Where attacks of opportunities can be utilized or created, perfect. But you should still feel like you're a playmaker, not merely matching buttons to incoming types so that an increasingly slow-to-change number can be a bit bigger.

I'd just caution, finally, that in the end, it is only about the actual fun of playing the role (e.g., tank) or playing around it (DPS, healers). No amount of increased risk will make holding a dead man's switch, in and of itself, any more exciting. It's still just holding down a button, even if everyone dies if you let go. Such can never be used in place of actual engaging playflow it ought to compound. It's just a topping, at best.
and I can agree with just about all of that...
It would be more interesting if combat mechanics in fight design had more things that demands the Tank to be more of a Tank.

also.. it is hypocritical of me, since I am a part of it, but.. we have gone quite off-topic, now... we should probably go back to the thread topic.