Quote Originally Posted by Carighan View Post
Why?

The idea would be that those other tanks have things Paladins don't have that is useful in various areas. Compare how each area in Unavowed has different solutions depending on which characters you bring along.
It's easy to say that you can just add things useful to tanks that would make them stand out in raids then actually implementing it, If you want to argue tanks can each have a unique importance then I would like to actually see examples rather then just hearing that it can be done, Shield bash being important would almost always require Paladin being mandatory in that fight because for shield bash to ever be useful it would have to be a situation where without it the raid wipes, wasting damage on a stun is not something FF14 is designed around.

Quote Originally Posted by PyurBlue View Post
Snip
Problem is Shield bash will never be helpful enough as a GCD action that is a damage loss, unlike clemency which can be flexible for prog situations (though is still a niche skill), a gcd stun action would require such specific fight design where it's either required or not that useful.

I think tanks are fun when you're juggling your DPS offensive abilities with party/group protection abilities, Most fun I've had was on PLD where Healers were struggling to stay alive, so I was able to spot heal and cover/use heavy self mit on raid wide stacks to keep a rezzer alive for lb3, That's a lot of fun, of course It's really difficult to design every fight like that because it would reach levels where people would complain about it being too difficult, Rotations are the easiest way of making sure a Job is fun in all types of content.

If fights were designed more around tank kits, protecting allies ect. It would be more fun that way but I don't really see SE moving towards that direction especially for casual content, I see adding more dps complexity as the next best thing, though I'd love to feel like a actual team protector as a tank.

It's also easy to say balance tanks around having unique traits but actually implementing fun and interesting utility (like shield bash) being useful in practice is very difficult task, How would you envision tanks having unique mechs? is my question what would all 4 tanks do that's unique and different but doesn't cause one tank to be a must pick.

Not to say i don't want some uniqueness and upsides added to tanks, but I don't really think you can implement a system where skills like Shield bash are standout abilities on a job like PLD that would get you to consider it over other tanks, without it being a must pick skill.