
Originally Posted by
Renathras
Be clear up front it's a new Tank/Healer/DPS and if DPS, what subrole.
All things considered, it will PROBABLY be a new Caster, since that makes the most sense. Over the years, it's been like this:
A slightly more informed (especially in regard to early XIV) and detailed version:
1.0 - Initial Vision (Pre-Yoshida)- 2 Plate (1 Turtle, 1 Skirmisher), 1 Mail, 2 Leather, 2 Cloth (Casters with some healing tools), 1 Mail, and 2 Leather (1 ranged, 1 melee, operating in a sort of triangle of functionality alongside the Mail class).
Only Gladiator was a fairly discrete tank, since so much of its throughput required being attacked, and there were no discrete Healers nor magical ranged DPS.
There were no "Healers" as recognized now; rather, Casters had healing tools atop an otherwise more variably purposable kit. CNJ was a 6-element elementalist who simply had some healing atop that, while THM was an Oracle who used Blood, Poison, Astral, and Umbral Magic and was as much a debuffer/nuker as healer / HP-transferrer.
The Physical Melee were referred to not as Melee DPS so much as "Fighters". Lancer, Pugilist, and Archer acted in a sort of triangle of capacities. Lancer acted as a strike-leader capable of granting TP (allowing allies to more rapidly ramp up to finishers) or Leech (healing on physical hit) to allies and longer-term sabotage via draining enemy TP (which slowed the frequency of their special attacks) and longer duration snares, and had passive eHP near to that of a tank; Pugilist had technically greater sustain via stance and CDs, though at opportunity cost to damage, and had greater immediate sabotage capacities via stuns, silencing, and pacification, and also had one of only two taunts in the game for quickly weaving in as a snap-tank; Archer had the largest range of kiting tools --snares, binds, a near-taunt, and a enmity purge tied into their invuln via Decoy-- and debuff purges, and because Mind and Piety both gave it decent overall value even for damage output, it tended to take on a spot-support role via discrete tools, rather than via embedded tools like Lancer or by changing stance like Pugilist.
Gladiator was your trick/counter tank and Maurauder your zug-zug tank. Every class could use the actions of others, though synergy obviously varied. Marauder, getting little benefit from Mind or Piety and having zero magic of its own, usually carried the least support, with Thaumaturge typically having the most healing throughput in practice and every class having its own variety of supportive tools.
1.8 - Yoshida's Simplifications- 2 Tanks, 1 Healer (down from ~2), 2 Ranged DPS (down from ~3, 1 Magical with no support, 1 Physical with significant support), 2 Melee DPS (1 purely Physical, 1 with some Magical damage).
~80% of support tools/functionality removed; tanks buffed; 'cross-role' agency gutted; hybrids cut in two.
2.0 - A Realm Reborn - 2 Tanks (Fending), 2 Healers (Healing), 3 Ranged DPS (2 Casting, 1 Aiming), 2 Melee DPS (1 Maiming, 1 Striking).
Armor Classes (wherein all jobs used all stats to varying effect and for varying capacities to allow for further customization) replaced with Class-locked Gear Types (in which Strength, Dexterity, Mind, and Intelligence were all just redundant names for Power and classes were each locked to their own set).
Casting receives an extra job per an experiment in split-jobbing (ACN -> SCH + SMN) as a consequence of bringing the number of classe/jobs capable of healing back to where pre-Yoshida. Otherwise, all DPS have 1 job per Gear Type.
2.4 - Ninja's Release- 2 Tanks (Fending), 2 Healers (Healing), 3 Ranged DPS (2 Casting, 1 Aiming), 3 Melee DPS (1 Maiming, 1 Striking, 1 Scouting).
Having otherwise 1 DPS job per Gear Type outside of the lone job pair they were already explicitly regretting (SCH/SMN), the devs decide to continue that route by adding a further gear type (Scouting).
3.0 - Heavensward- 3 Tanks (Fending), 3 Healers (Healing), 4 Ranged DPS (2 Casting, 2 Aiming), 3 Melee DPS (1 Maiming, 1 Striking, 1 Scouting).
Except, of course... because of that earlier split-job, they already have a Gear Type with two jobs (Casting), but with its mirror only having 1 job. So they add another Aiming job.
Though now you have an oddity: Now there are fewer Melee than Ranged dps... and now Melee's gear types are the only ones with a single job each.
4.0 - Stormblood- 3 Tanks (Fending), 3 Healers (Healing), 5 Ranged DPS (3 Casting, 2 Aiming), 4 Melee DPS (1 Maiming, 2 Striking, 1 Scouting).
They address the above concern from HW (that Melee have fewer options than their mirror and are the sole role to have only a single job per gear type), but still prioritize attractive jobs above all, thereby re-introducing that imbalance in adding RDM.
But! But! Now there are more Magical Ranged than Physical Ranged! The sub-roles are imbalanced! ...Not to mention the actual roles (5 Ranged to 4 Melee).
5.0 - Shadowbringers- 4 Tanks (Fending), 3 Healers (Healing), 6 Ranged DPS (3 Casting, 3 Aiming), 4 Melee DPS (1 Maiming, 2 Striking, 1 Scouting).
One alleged issue addressed (+DNC), and another job added for maximum cool factor (+GNB).
But, but! Now there are more tanks than healers! ...And, yes, 50% more ranged DPS than melee DPS.
6.0 - Endwalker- 4 Tanks (Fending), 4 Healers (Healing), 6 Ranged DPS (3 Casting, 3 Aiming), 5 Melee DPS (2 Maiming, 2 Striking, 1 Scouting).
And with that, all was finally balanced save for there being 1 fewer Melee than Ranged and 1 fewer Scouting than Maiming or Striking.
6 Ranged, 5 Melee. 2 Maiming, 2 Striking, 1 Scouting.
If we're likely to just keep adding an adding jobs, then this doesn't likely matter and they should honestly just follow player demand, whatever best helps flesh out the expansion's cultural exploration and the 'rule of cool'...
...but otherwise... there's only 1 gear type to add to that would actually balance things out: Scouting.