Yeah sorry I should sound less snide but I get annoyed by how much FFXIV-y the community seems to be in general, never considering that the existing patterns of FFXIV might be
inherently bad in any way shape or form. Don't get me wrong, tons of things this game does are
good - it's why I play it - but we see other MMOs do the smart thing and:
- Look at what works in FFXIV.
- Look at what doesn't work in FFXIV.
- Copy the former, at the same time cutting away the latter.
For a very recent example, look at how first GW2 took big inspiration from FFXIV's housing, and then WoW a while later looking at the current state of housing here and specifically copied the parts that worked while changing what doesn't work.
And that's good. That's what you are
supposed to do as a long-running game. Why personally trial&error everything if others did all that work for you, take the solutions they've shown you to work.
And in particular in class design, FFXIV is
absolutely rock bottom of MMORPGs. For a reason, they intentionally decided to forego even designing classes in favor of opening as much design space as possible for the encounters. It's where "FFXIV raids are more like ballet" comes from, which is what originally drew me here.
But years down the line, as the classes roster expands (for no reason, there's more than enough space among the existing classes for mechanics and ideas) and the classes individually pad more and more skills onto already overloaded hotbars, it's obvious how the system is falling apart and breaking at the seams.
This is usually countered by making classes have specific gameplay niches in either balance (they're better or worse at something) or performance (they do wildly different things to produce the same effect), in turn allowing minimization of class skill breadth because each skill performs comparatively deep functions in the class, and also allowing more classes/specs (depends on game) because they can do the exact same thing so long as they do it in really different ways.
More specifically in regards to tank gameplay, the idea is to give tank either niches in where they are best/worst (this is where concepts as an anti-magic tank or a sponge tank come in) or
how they tank. That is, all tanks have a certain amount of mitigation, but they do wildly different things to produce it, not just press equivalent CDs for equivalent effect.