How about "severely limits the options of people wanting to play a certain role"? Or "severely gives way to pigeonholing, which as a whole hurts the community more than help"? Or "makes putting groups together even more difficult than it normally is because the lesser class for a role may be available but you want the prime class for the role instead"?
You're not making much of an argument for yourself, because the reasons niche gameplay hurts the game are pretty damn obvious to anyone that has been around for the last 10 years or so. Hell, even FFXI had issues with party dynamics because of it. And no, "you can just switch jobs" is not the fix, nor the solution, nor the answer.
2:1:3. Tank : healer : DPS (bard is an outlier and therefore doesn't count). The ratio is still actually pretty good, as I mentioned in an earlier post. Call me when we hit 2:1:18.Can't be either a DPS or a tank. There are already enough pure DPS classes in the game
And XIV just happens to be looking at it for inspiration, to the point Garuda and Nael were pretty much WoW bosses but with worse latency (Garuda is basically Hagara the Stormbinder meets Sapphiron, for one). Yoshida himself has said they're looking at WoW and other games from that generation (GW2 and TOR)."But it works in wow!" does not a valid balance argument make. WoW is a completely different game, with a completely different userbase and completely different mechanics and class balance synergies.
Try to get a frame of reference instead of planting yourself on what seem to be ideas established from FFXI (which is a pretty horrible place to get class ideas from based on how WAR, RDM, NIN and SMN played out), and do make sure to not go into "LALALAICANTHEARYOU" mode the moment someone brings example of designs that make certain changes possible.
Past experience has shown what you want does not work. You get people going for the "ideal" class as per the community, and the other class is either set aside or used in another way that doesn't fit the intent of the design. This is why having a tank that is purposely inferior to another doesn't help. The key is balancing tanks against each other instead of balancing tanks to DPS and heals.
A roster of four tanks where the four perform equally yet have unique aesthetics, mechanics, procs and reactionary abilities wins because if you don't like tank A and like tank B you can still main tank content because they're interchangable. That alone is MILES ahead of having a master tank and a weaker tank that can (but won't) be used for handling adds or off-tanking, for one because you suddenly have a larger tank pool given the more options open to the players. This also applies to healers and has always applied to DPS.



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