This, I think, could be the key to "fixing" PLD. Better blocking, better enmity, better defense would all go a long way to helping it's case.
You're right, I'm not. Rather than mindless mechanics like "Auto-Refresh" right now I'd rather be rewarded for using abilities such as Outmaneuver to make up for minimal MP ammounts. I don't think we need a static X MP per second for free, unless some traits like that were rewards from more difficult quests expanding upon the job (don't just make it easier for unskilled players, or so that players don't learn how to play it before they get something like this). In other words, Auto-Refresh would be nice depending on how the game progresses (level cap increases, further job traits through storylines) but I don't think it's necessary right now.
Also as far as the Japanese players, I also saw that a lot of it on the first page that I google translated seem to be around the fact that the promised defense buff really isn't there. I don't want whatever the concept to PLD is to be changed, and I think the problem ultimately likely lies within defense and blocking. I would definitely rather they fix PLD so it matches with what their initial concept was, before making too many drastic changes to the job.
I still say some of the ability trade-offs are not worth it, but a buff in defense (and honestly magic defense too, seems very lacking right now) would definitely give us a valid reason to use PLD in parties. I think the reason this was difficult is because a tank is inherently a decent soloer, so when you remove solo effectiveness going from GLA to PLD, the loss of tanking ability needs to be made up somewhere; defense, in this case.
GLA should be better at dragging a fight out and stalling
PLD should be better at taking damage in general, by sacrificing self-heals and stalling moves and putting their trust primarily in their WHM.
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