That's not the way advantage generally works unless they are countered by opportunities for equal exploitation of a different advantage in each and every instance, including the compositional contexts of those advantages. Which is worthwhile, certainly, but is vastly more involved, chaotic, error-prone, and therefore time-consuming to develop.
Without that extensive care, by the time the features are perform differently enough in a given encounter or content type to make a significant difference, well... they make a significant difference. So why would a typical group sandbag themselves by not taking the job that does 15% better for fights of type X, let alone the job that does 10% worse even than the average? You just end up with your participation across all content being subject to additional grind requirements, needing job leveled and geared A for you to be allowed to tank content type or encounter A, B for B, C for C, etc. It therefore ends up providing mere horizontal progression by way of grind in order to unlock the choices in content you used to have for free, not real or additional choice in how to tank or what tank to play.



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