


To add to this, the job's appeal is not enough to draw people to tanking on its own. Gameplay also has a large role there.They can get around the problem by adding completely new jobs (as most "job system" FF games do), but there's a long list of favorites both the developers and the players want to see added first.
They can of course turn non-tank classic jobs into tanks, as they have done with Warrior and Dark Knight, but there tends to be a fine line here with what players will accept. Though Warrior mostly went off without a hitch, some people (though still a minority I think) have complained about Dark Knight being a tank. If they go too far with certain jobs that people love for a specific thing just to make them fit the tank role, you'll have a lot of unhappy players. Red Mage in particular is very touchy given its already-poor treatment in XI.
* The sad thing is that FFXIV turned RDM into a turret, and people think that's what it's supposed to be. It's supposed to combine sword and magic into something more, not spend the bulk of gameplay spamming spells and jump into melee for only 3 GCDs before scurrying back to the back line like good little casters.
* Design ideas:
Red Mage - COMPLETE (https://tinyurl.com/y6tsbnjh), Chemist - Second Pass (https://tinyurl.com/ssuog88), Thief - First Pass (https://tinyurl.com/vdjpkoa), Rune Fencer - First Pass (https://tinyurl.com/y3fomdp2)
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