I like that tanks do between 50% and 75% of a DPS's dps. I like when there is an option, if anything, for a tank-less dungeon party, if the game's CC and the players' skill allows it to be equally efficient. However, even with that extra half a DPS output in the mix, I do not think it should be more efficient, certainly not in most cases. It should simply be different (involving CC, more kiting, threat-swaps, and focused burns).
It is when one option clearly overwhelms the other that I find things to be working in an unintended manner, not when a tank realizes that they can do more additional dps than their healers at a given time, under given CDs b/t healer and respective tank, by dropping tank stance for a longer time rather than their healers using Cleric for a longer time. To remove either option (CS or Sword/NoGrit/Deliverance, etc.) 1) makes a far lower hurdle for maximizing a fight 2) makes fight difficulty feel painfully tiered -- survivable + ilvl + competent dps = done -- and 3) removes a huge portion of enjoyable synergy between tanks and healers. It would essentially just be a massive buff to the value of DPS, and the soonest possible exclusion of one or more of each non-DPS role (6 DPS EX or gtfo).
Try to fix that with making bosses hit even harder and you will only make the process of tanking even more rigid (look up D&T/Elysium order of tank CDs, copy exactly), RNG-dependant (AAs stacked with a buster = unavoidable wipe), and bore down every process but dps. It's a snowball that honestly has no real reason for starting.
What I feel ought to happen, if anything, is simply for there to be more interaction between healers and DPS, or possibly also even DPS and tanks, and for tanks who do not so greatly provide damage and are often shunted accordingly to either be raised slightly to an acceptable balance, or, better yet, to provide some benefit that is neither purely (self)-mitigation-based nor dps-based, preferably without stepping on other roles' toes (see Clemency and real healers). I'll personally probably most believe that things are working "as intended" only when each job shines in some way not just within, but also without its dedicated Trinity role.
When I choose, among a party of myself and 3/7 friends with no composition limitations, play tank, I do so because I feel like it will most accelerate party progress, whether through increased raid survivability, improved add-grabbing, or allowing larger pulls. Back when Cleric Stance dancing was relatively uncommon (pre-2.1), I'd queue AK as WHM because I felt that is where I could most improve the party's prospects of both surviving Demon Wall (vs. bees) and accelerating the clear. To me it's more about... a sort of geometry... than staunched archetypes, and I feel like it's only when no particular role is guaranteed its spot, but every job having equitable value, that the job system does its best work.
The meatshield Tank, or the stand-by-until-next-heal Healer may be traditional to the Role Trinity, but (especially the meatshield Tank) seem neither realistic nor engaging. It's like bringing an invincible Stoneclaw Totem, if said totem was simply a player, could move to grab adds, and could screw up. But most of the time, once a tank is truly a meatshield tank, ways to screw up, much like the tank's attention, rapidly decline.
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Edit: One change I'd like to see though is for Vitality to aid:
(1) Self-healing, such that the Clemency from a Slaying-acc PLD and the Clemency otherwise identically-geared Fending PLD are equal. If possible, same should be true of the healing from Inner Beast, Soul Eater, DA-Abyssal Drain, Bloodbath, etc., so that Strength doesn't add more survivability over time than Vitality does once exceeding the buster+AA limits of a fight.
and (2) Enmity, such that we aren't having to throw out more BB/PS/RoHs over time just because tiers are progressing and our right side isn't scaling our enmity while DPS are steadily continuing to climb in theirs.
At that point the comparison between Fending and Slaying really does become only one of raid damage vs. safety net.
(However, implementation would be a bit tricky. If it applied to more than Fending accessories in any way, it would have to come at cost of some of the dynamics of the tank modifiers; because vitality would have already raised self-healing and enmity by so much, each would have to be scaled back slightly, costing enmity modifiers and self-heal potency, or else requiring reduced contribution of Strength to each to balance tank outputs.)
As such, the better solution is probably just to simply mess with Fending accessories directly. If we do not want tanks to be using Slaying accessories until its archaeic content, we can simply add some +Strength (1/4 to 1/3 of Vit) and +Enmity (the remainder) to Fending accessories. If we want to leave Slaying in its current position of having some meaningful place in near-new content, add some Vitality to it that is unlocked only on tanking classes.
...Also, for the purpose of fairness, Defiance, at minimum, should affect healing abilities.


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