
Originally Posted by
Lyth
The complexity issue comes down to the fact that tanks and healers have the same action count as DPS, but about 20% of a tank's actions are going to be purely defensive, so you'll always end up with less buttons at baseline.
Likewise, when a new action is ported over to a tank, you'll find that the tank action is simpler than the DPS equivalent because they deliberately remove any interactive elements from it. Consider Hollow Nozuchi vs. Salt and Darkness (HN procs vs. a single button press). Alternatively, consider Automaton Queen vs. Living Shadow (variable gauge cost and the ability to truncate the duration).
Even something like the Darkside Gauge would actually require some degree of management if it was implemented on a DPS job. They probably considered making it harder during initial testing and then rolled it back because it was a tank, which is why some of these bizarre gauge choices exist.
There is a historical perception of tanking as being difficult, which in part relates to the tradition set down by previous trinity MMOs. I think prior to Stormblood, you could have made a really good case for a skilled tank bringing a lot to the table. If you didn't land Savage Blade/Skull Sunder on your Shadow of Meracydia, a healer died. If you didn't know how to properly maneuver Quickthinkx during cat phase, it was a wipe. But in this current era of auto-positioning, self-tanking bosses, with an occasional scripted tankbuster for you invuln swap off of, while spamming your Souleater combo? It just feels a lot less meaningful now.
If you've been paying attention to the way the wind has been blowing for the past few expansions, there has been a general trend to de-emphasize support contributions. But tanks' dps output has also taken a hit as well. The end result is that if you really do enjoy the damage gameplay of tanks, you'll have a lot more fun on DPS, and be more valuable to your team at the same time.
I think the only reason why tanks aren't creating more of an outcry is because they've encroached into healer gameplay to partially compensate. So now you have these very safe, self-healing damage sponges that don't require any real rotational skill to play. And then it's the healers who are stuck with an even bigger identity crisis.