I argued solely that...
- Having a discrete Support role would mean that no one else could have more support features relative to Support than, say, non-Healers have healing actions relative to Healers or non-Tanks have relative to Tanks. Which is literally less than a fifth. The maximum amount, 100%... vs. <20%. That's a huge step.
Again: Why polarize what's permitted to solely the 0-20% of support options/actions/gameplay on non-Supports vs. the 90-100% on Supports? What is the benefit of that huge gap, especially given that you can just have a DPS, a co-Healer, or a co-Tank that has a majority of its value come from supportive buffs?
- To classify that role separately as Support means that you then need to adjust matchmaking for the purposes of obligating Support, which means that (A) those tools then feel like a given rather than a bonus and (B) you will necessarily encounter whatever issues in overall supportive power may exist between a Support in a 4-man group vs. a Support in an 8-man group (i.e., literally doubling the value of its AoE buffs unless they are fundamentally redesigned).
I believe those issues should be dealt with anyways, but assuming equal difficulty, the value of a role-flexible job also increases as party size decreases by nature of that flexibility when it matters most, while the value of something that is only a "Support" by nature of its dependence on others to achieve its value... rests on a far finer edge.
Then you are including a distinct matchmaking category... that would nonetheless lie somewhere between "indistinguishable from DPS [or Healer or Tank]" and "is far less varied from other Roles than the existing Roles are to each other".Originally Posted by Renathras
Again: Why? Why bother?
And yet you were happy to include it among a list of alleged precedents for / hints at a possible "Puller" role in XIV despite having no memory of what that skill actually did?Originally Posted by Renathras
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EDIT:
Don't get me wrong; I'd love to see more hybridization of roles. Given the possibility and the ability to make synergetic supportive changes, I would gladly replace the whole 1:2:1 ratios of matchmaking among set Roles with simply whether a party has enough total Enmity control, sustain, burst and overall damage, etc. (within a sufficient ratio overall and per kit such that they aren't constantly wasting far more of one output to make muster towards another more immediately crucial one) and just have actual Jobs instead of Role+Gimmicks. You don't need to sell me on any of that.
I just don't think whether one's rDPS comes from damage done yourself or damage done doing damage via someone else is enough to make a DPS a different role. It's still functionally just Damage-Dealing. I don't see whether one's mob control and eHP-increases and damage-nullification comes from directing actions towards yourself and buffing self vs. directing them towards another synergetic ally and buffing them as reason enough to call the given job doing that a "Tank" or some a different role. It's still functionally just Tanking. Etc., etc.