Quote Originally Posted by Deo14 View Post
Yes, this is example of PLD bringing something more unique to a table and being punished for it (unless you prefer jobs being split to MT/OT, of course), while other tanks had more reasons to be MTs. Would be nice if every tank could be more unique, but tanking was already minimized to current state. PLD had 1 MIT less before rework and healers needed to pay him extra attention in DSR as a result. DRK was seen as someone who doesn't really bring much, so he used to have highest damage for a long time to offset this. But merely because he had few percent more damage, he was much more popular. Only thing left to do is to give everything slightly different flavour.
You're again confusing a uniquely strong swap-out (which requires you having already been MT at that time) with a need to be a constant OT; Intervention's value was in snapshotting a buff down to a couple seconds' duration to get half its effect again for another 10s on your cotank. Intervention's bonus was the extended effective uptime of buffs. If you wasted Sentinel and Rampart from the OT position just to buff them for less than half their value on your cotank... you were literally nerfing your party relative to just swapping in with Provoke.

PLD was simply a bit undertuned in terms of overall self-sustain [damage nullified + effective healing done] atop being harder and more fight-dependent to optimize than most jobs; even perfectly utilized, Intervention + all other parts of PLD's kit couldn't match with, say, NF + all other parts of WAR's kit.
You only need these decisions in ultimates and possibly week 1 Savage.
You see how reductive that is, though, right? "The decision-making would be transient, so why bother having any?"???

Apply that to anything else: "Rotations get solved for each fight anyways, so why have the ability to perform our rotations in another order?"


Compared to specific jobs being delegated to either OT or MT merely because this or that skill is better suited for OT/MT.
Those... aren't static positions. As long as there is mitigation you can only get the full value of from while tanking, you will eventually have to swap in, "MT" or "OT".

Your sole example of this literally required the PLD to MT for ~1 second short of the full duration of its defensives before using Intervention for it to get its full value, and only to be swapped out for 10 seconds.

But at the same time, if they bring something good, like self sustain, they should have lower damage, right? But by how much?
By enough that the self-sustain offsets the added risk of enrage during a Week 1 run in a skilled but typical party.

What about the ress, it's good for prog, useless for anything else, how do you calculate that?
Again, based on the likelihood of the rez leading to a clear in Week 1, assuming an already standard comp (2 healers, each presumably holding Swiftcast just for ress). A resurrection is a variable amount of rDPS.

Ideally that'd mean that, rather than reducing the rppm of a DPS with ress, you generally aim not to allow new tiers to have so variable of entry ilvl (e.g. via pentameld crafted gear) and either (A) give ress-capable DPS a flat nerf that then devalues over time at endgame / in tier relative to the DPS requirements, or (B) make the ress at-cost and greatly reduce the "tax" of having that utility.

People are currently pretty unhappy about the way this stuff is handled. WAR seems like an all-rounder with no drawback, RDM is just in terrible state and SMN is treated like a caster even though he has less hard casts than a SAM.
People are upset because there is neither any explicit nor even consistent balancing philosophy. While some may complain nonetheless when their OTP isn't the best at every capacity, the average player would be okay with some things having more or less of this or that so long as they were in tight enough balance around the target scenario that each could be highly competitive, with consistent execution of whatever balancing method.

They need to simply pick a target balancing point (e.g., progression, at pre-weekly-tome-gear-inflated item levels) and simultaneously tighten that context and hammer in what few pain points might arise outside that (like WAR having thrice the self-sustain of any other tank in dungeons, which damn near precludes any sort of tank balance if we were ever to get Savage Dungeons) in ways that don't affect the target anyhow.