Quote Originally Posted by Brian_ View Post
Because PLDs have objectively better physical mitigation under the right circumstances, you can structure damage mechanics to reward that. If you had a physical tank buster on a 30 second timer and other mechanics designed to lock up dCDs like Shadowskin, Vengeance, Thrill, Rampart, etc., then the PLD could stay in Sword Oath and mitigate with Sheltron + RoH while WAR would be forced to spend their stacks on IB rather than FC and DRKs would be forced to sit in Grit. You just need to properly tune the damage to wedge into that mitigation gap between PLD and WAR / DRK.
So the problem we have now, except replace DRK with PLD.
Because of how unique Hallowed Ground is, you could easily design mechanics to react with it. Like I mentioned earlier, if HG acted as a true immunity, you could use it to absorb all the royal pentacles in A4S with one PLD and HG and save your party from the need to sacrifice three people. Just look at HG in T13. It allowed you just to eat an Ahk Morn without sharing. And, on the point of Ahk Morn, its design also gave value to cover in a more meaningful way.
So making an ability that is already massively strong overpowered by making it literally remove mechanics intended to involve 4 people juggling a debuff back and forth. Also this implies HG needs a buff, which is blowing my mind.
Viewing the issue almost exclusively from the viewpoint of healer DPS shows you don't understand the scope of the issue or the nuance of it. Being tankier can have other influences outside of healer DPS uptime.
All it does is make you require less healing and thus results in higher healer DPS due to freeing up GCDs. That's all being tankier than is needed does. Say there's a tankbuster you could survive with Rampart, but if you used Sentinel you would cost your healer 1 less GCD and that GCD is then converted into damage. That is effectively how any increase in eHP works outside of the minimum needed for said encounter. Admittedly it also frees up the healer to possibly use that heal they would've used on you on someone else, but spot healing would need to be massively more necessary than it is now for that to be a thing or tank busters need to occur at the same time as raid damage... which could get quite messy. Basically all you can possibly gain from being tankier is freeing up a healer's GCDs to either DPS more or to heal elsewhere, both of which are good things but they also result in the tankiest tank being the best tank if raid DPS remains the same vs a DPS oriented tank that is less tanky. If we were to shift the meta focus onto making tankier tanks, then all 3 need to be reworked with that in mind, and not have PLD be the king of the mountain again.
There are plenty of ways to design content to reward varying eHP values while still retaining the viability and value of tanks with less eHP but more damage. Just because you don't have the experience, intellect, or vision to see it doesn't mean it's impossible.