First before I post this I will say I play war and pld and prefer tanking. I love to tank for the challenge and the game isn't boring when tanking. So any comment I say here is coming from that perspective.
The thing that got me thinking about this is the recent post on the changes to try to get more tanks to play. Where this started with that thought some of the ideas are branched from that and will not only cover the topic of getting more tanks but an overall view that could be relative to this issue.
First I don't agree with the approach of throwing gil and exp at people to make them want to tank and I think it can cause some issues.
1. The pointer in the game is to play what you think is fun, not fill in the gaps with a class you don't enjoy.
2. This is stacking favour more and more into tanks favour which is making it where people like myself are getting more and more advantages while DPS still stick to the disadvantage of waiting and or not finding a group.
3. I don't think it will solve the issue of needing 25% of the game population to be a tank even with the tank jobs being 2/9(22%) of the jobs. Also in the future there will most likely be more DPS and not as many tanks so that ratio will most likely fall.
My thoughts on some mechanic changes are as follows. I would not put all of these in place but these are options to use in combination together.
1. increase party size to 5 or 6 making the ratios 1/5 (20%) or 1/6 (16.7%) of the population needing to be a tank.
2. Make DPS and Healing very much like tanking where they have to do more than a rotation. Here are some simple example
a. Bring back renkai from FF11
b. Add in damage reduction abilities that are required to bypass bosses and or groups. For example Titan EX have the DPS use an ability that will reduce earth damage by 20% for 3 seconds on a 15|20|30 second cooldown. They have to time their ability to prevent Mountain blast from killing the tank and increase the damage of mountain blast. This is strictly a theoretical example of how the mechanic could be used.
c. Give threat redirection abilities and force some scenarios to use them. For example make some mobs reset threat every 10 seconds so dps have to help make them go back to tank. This could end up being an issue where all the responsibility would lie on the tank to pick it back up if not done correct so it would have to be well planned. This also could be a general mechanic where the tanks can't hold hate unless the DPS help by using threat redirect abilities.
d. utilize stun and silence more in fights from the DPS to prevent wipes.
e. Set more obvious enrage timers that set the dependency of the fight on the DPS and not just the tank and healer outliving the damage.
f. add in a specific dodge type ability to each DPS class that has to be used to live in a lot of fights
g. make it so the tank can't tank more than 3 mobs at once. Either damage is too high or impossible to keep threat. In combination with this give DPS more CC like sleep, sap, knockdown, root, etc...
h. Make abilities more dynamic and not a simple rotation on DPS. Most classes get their core 3 abilities they spam with 1-2 buffs to rotate in. This is overly simple to do and makes it where classes become able to just macro'd.
- Abilities that only work on a % range 100-75%, 74-25%, 25-0%
- More abilities that proc off things like crits.
- The need to rotate DPS through mobs based on some identifier. For example you have to put a de-buff on all mobs then AOE on them that will do damage and add another de-buff that requires you to cycle back through the mobs to consume it.
- Large CD high damage abilities (20-60 second CDs)
- some fights that prevent abilities from being used, either boss is immune or he does a silence type removing some abilities but not all.
- Add elemental damage to everything and elemental resistance to everything so people have to use complimenting abilities
- make mobs dodge/block/nullify/etc... more breaking rotations
i. Add more debuffs that healers have to remove. A simple example Doom from Sunken Temple could be a healer job instead of running to the stone.
j. make over healing more of a big deal by increasing threat or putting stress on mana
k. give healers a rotation for healing.
- Cure makes Esuna now heal and Esuna makes the damage from holy HoT everyone.
- When Aero is on a target it heals the person they attack, after aero is cast stone now reduces the damage the target does, this combo gives a free Medica
3. Give the bonus for queue based on the queue time and not just to tanks. for example do time*basevalue/2+30 so it equals out for the rewards over time for everyone.
4. Make the tanks able to DPS more viable when not in tanking mode (ie sword oath / defiance off). This will allow people to play a tank and DPS giving some DPS people the want to play a tank and fill the tank role sometimes. This also doesn't just give the advantage to tank but the entire party.
5. This one is not directly related but it would reduce the bordom from some DPS and make even dungeon grining more enjoyable. Make the dungeons more dynamic. For example don't have a boss room, instead just let the boss wonder around and you run into him in random places. Make mob spawns change. Make some doors locked and other open. Have open world dungeons that can double as really long fates.
So after all of this I would like to see what other ideas can come from this. I know easier said than done from a development perspective but maybe something here will get picked up.
-Set