I'll just list the Issues I think a lot of people seem to find in (tank/healer/dps) design.
Tank:
- In Terms of tank's DPS you generally just press your main combo (that usually just being the first three buttons) and gain resource Gunbreaker is most likely the most defined tank currently, War/Drk pretty much borrow the same offensive play style from one another DRK just feeling more visually.
- In terms of defensives, in the core of it Tanks all have very similar mitigation value, which was not something in previous expansions such as Shb/SB where tanks at least felt differently defensive wise
- Aggro management, while this wasn't only the tanks job a lot of players feel like tanks have generally gotten less to do specific to tank which goes back into them not feeling that very different DPS/Defensive wise so in general tanks just feel like boring DPS without aggro management, this also with stances on how tanks used to have ways to get more risk vs reward.
Healer
- The core gameplay of healer is currently focused on DPS most the time and throw out a ogcd heal, which all healers share pretty much the same rotation, Sage has phlegma that stands out but that's about it, A lot of people want to actually have more damage buttons as a healer because a lot of that time spent is not actually healing.
- On the other side you have healer players who want to Heal a lot more, which again the current gameplay of healer is very similar even if it may feel different to you, as your job is to keep pressing your damage button and to throw out a heal, all healers share this same fundamental design so to someone who mainly only plays healer they will feel like they're just playing the same job with new visuals.
DPS
- They fit into the same burst each and every cycle, a lot of DPS gameplay revolves around the burst phase, some like ninja will fit into a 1minute cycle with a slightly stronger 2 minute cycle, some will more focus on that 2minute cycle, This leads to a lot of people who play DPS feel that the Jobs kind of have the same purpose and cycle.
- Ranged jobs, others like ninja as well, don't really feel like the utility/dps hybrids they used to be they used to bring a lot more then just damage buffs and a extra raid wide defensive. They used to be a very team based role which a lot of people enjoyed.
I think the Main issue is while yes some jobs feel different, the core gameplay loop is all the same, all DPS are meant to fit one box and purpose in a group, same with tanks and healers, Beyond that The variety of the rotations and damage buttons is slowly being made easier as well which creates people to really not like the direction that the games going in.
I also want to feel like my job choice matters, if not that at least that my job choice feels different which I really don't feel as a tank player anymore.


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