Had one of those random discussions with people in the LS and wanted to get more feedback.
When it comes to class balancing and combat, one of the issues being faced right now is that against NMs most all classes are dealing similar damage because of the monsters defense.
A gladiator and marauder and lancer and pug all have somewhat similar damage in the grand scheme of things when fighting the Great Buffalo, as an example.
Where the damage really differs is when mobs have no defense, IE attacking a level 1.
Marauders will deal over 8000 dmg, gladiators tend to deal around 3000 and, something more to what you'd expect from a Sword vs a Great Axe.
On NMs with high defense though, the Sword and GAxe damage is close together, at least close enough.
Something I saw in Everquest II was the removal of all Defense from Enemies, but still allowing Negative Defenses (Weaknesses), and adjusting the HP of monsters to compensate for it.
So, a mob with 2000 HP goes to 20,000 HP but has no defense so takes a lot more damage, as an example - but this leaves room for vastly different damage outputs from players, as well as increased effectiveness of abilities like Bloodbath.
I was wondering if this kind of system would better work for FFXIV than the current one of having Positive Defense on enemies - instead flooring all defense and adding Negative defenses for weakness, allowing players to always deal their damage potential, but allowing moves dependent on Damage to become really useful.
Notice: I didn't mean make the game easier - You adjust the mobs HP to compensate for it so the fights take the same amount of time, but instead of hitting for 60 damage you hit for 4000 allowing Bloodbath II to really be useful on fights against tougher enemies. (Not that it isn't useful now).
tl;dr version:
Remove defense, Add negative stats for mobs weak to something, increase HP accordingly, classes magically become more balanced - if you don't believe it parse against level 1s.
Also note, leave defense for players.