Quote Originally Posted by Kosmos992k View Post
I have a solution in mind. Leave things as they are for solo play, but when in a party make tanks tankier (increase damage resistance and aggro multiplier), and do less DPS (reduce attack potency), make Healers healier (strongerbuffs and heals) and do less DPS (reduce attack potency), make DDs stronger (increase potency of attacks), but squishier (decrease damage/status resistance.

This restores DD to the correct place in a party, while at the same time compensating tanks and healers by strengthening their respective roles. Since this is a buffonly when in a party, it doesn't alter solo capability, but for group play it encourages the trinity and knowing your role.
I gave a thought to it after reading you, but I can't see it working any different than what we have now. Tanks would still maximize their dps as much as they can (and that would just make it harder for them than now because they already don't have hate issues, except PLD), healers would have more time to do nothing (stronger heals mean more uptime for other stuff, but you nerf this other stuff), and DDs would just die quicker to everything thrown at them in raids.

The problem lies in the core of the system in my opinion, and you'd need to rework it entirely to either enforce the current system by making the DD heavy on the utility part (to justify their lack of significant output compared to the tanks) and thus have roles which are balanced in their output but bring a different input for the party (tankyness, heal and support), or to get rid of it and return to the basis with the DDs having the only significant dps of all the jobs.

Like this for example :
Quote Originally Posted by Iagainsti View Post
I am one of the people who believe the traditional trinity idea doesn't apply to this game, due to exactly your points on the roles, and who hopes that 4.0 will bring more utility to the damage dealer class, allowing them to expand on their role as more than just a damage dealer(like the old Bard LBs, 1 bar gave a damage boost to all party members, while 2,3 bars gave raid wide heals)
No matter which side you're going to, you're pissing off a bunch of people though.