
Originally Posted by
Xtrasweettea
Your posts prior to this one clearly called out why you want to make these changes before “tanking system is bad.” You encountered bad tanks in dungeons and you were inconvenienced as a DPS. You wanted to make changes to tanks at the dungeon level (lowest common denominator). There is no other way to take your posts. If you feel like I am talking down to you, that is on you.
If you truly were playing from 1.0, then you would know the evolution of tanking over time from 1.0 to today. You should have picked up on all of the context clues that SE is making tanking more welcoming through simplification of kits and encounters.
What is making this whole thing boring is simplification: pure and simple. Pushing that one CD to negate a planned TB is boring in ShB. Tanking giant-mc-wall-boss-can’t-move #6 this expansion is not entertaining. Not being able to pull from Boss 1 to Boss 2, unwalled in Expert dungeons is ho-hum.
That’s SE’s decision to keep streamlining and simplifying roles no wants to play. The downside of that is boredom and people leaving the role who were entertained by it.
By the way, SE has three MMOs: FF11, Dragon Quest 10, and FF14. Tanking in FF14, which is streamlined and quick tanking, is much more preferred over FF11 (I have never played DQ10, so no comments about that).
In FF11, you were tanking ONE mob, even in basic content. Trying to tank anything over one mob in almost all circumstances would result in death and undo hours of progress. You had to have support (RDM, BRD, and Corsair) constantly keep other enemies asleep as to not wipe the party. The outgoing damage from enemies, even at-level enemies, were above and beyond what a single tank can handle.
You know what Paladins did to tank in FF11? Auto-attacks, a few abilities on multi-minute cooldowns to negate some damage, a weaponskill when the gained 100 TP (TP is something you earned in FF11), and spamming spells without trying to have your MP running out (mainly Flashes and Cures). PLDs didn’t have a Tank Stance, so other party members had to control their own actions to make sure they didn’t get hate. FF11’s Provoke, didn’t put the user at the top of the hate list, it added a flat value of hate.
SE went from FF11's tanking to FF14’s tanking. No need to worry about MP management, TP management, securing hate, none of that. Even in ARR, tanking was no where close to a risky as it was in FF11. So yes, this FF14 tanking is the best SE can do with the goals they have in mind.
FF11, never accomplished the population increase that FF14 has. Some of FF14's success in this department is by adding convince to the role (that and not having to spend hours getting back lost EXP from dieing).