The rigidity of a system is not really determined by the potential elimination of a role during an instance. It is determined first by equipment, then by skill, and by taking specific classes (rdm). The “rigidity” of a system is when a dps has few gameplay options outside of their primary role as dps.
Let's take the shaman from WoW, since that was the class I knew best. But at one point (and apologies in advance if some skills aren't named, it's been a while), I could:
- CC with an AoE that regularly stunned enemies.
- Taunt with an elemental
- Help with dispel
- Off-heal with the right talent + certain skills
- Mass stun
- Morph into a frog
- An incredibly cheaty interrupt
- And of course, group heroism
- Heal myself
- Have cd def.
And many dps, heal, or tank classes had utilities as varied as this one. In ffxiv, the typical dps has a small heal, second wind, a raid buff, potentially a buff on another dps.... And that's it. Add to that the fact that there is little variability in DPS utilities (the classes that are exceptions, such as bards and dancers, have their utilities fused into their DPS rotation), and you get a system where playing DPS well = doing big damage. And almost nothing else. In WoW, being a good shaman certainly meant doing damage per second, but it also meant taking on a lot of control, off-healing, your defensive cooldowns, off-tanking, and buffing/debuffing. For me, these are classes that are not “rigid.” They have a role that goes beyond simple DPS. In FF, you have that... In instances beyond the extreme. Before, all the meager utilities you had were virtually non-existent.
"Am I treating people like idiots? " When you're explaining something as simple as "tank and healer have to contribute to general dps". And this " most people who've stayed on this game have realised that tanks don't actually need to be the ones who always directly pull because theirs no real aggro management.", which heavily implies that people who don't agree with that point have yet to discover this ultimate truth. And once again, he pretends to ignore that the discussion has long since shifted to “is it right or wrong.” Not whether it's necessary or not.
We can at least agree on one thing: this whole discussion wouldn't exist if tanks had a more interesting aggro system than “durr durr, I hit the mobs and they're on me immediately, and even if a DPS (like mch) uses drill (I don't know the name of the skill in English) and takes my aggro, it won't matter because I have my magic taunt.”