Quote Originally Posted by Reynhart View Post
Actually, I think the change will be bigger than that. Yoshi-P mentionned, as an "example", that it's useless to have severals tanks having a "-20% damage taken/1m30 CD/20s duration" skill.
So, maybe Rampart and Shadowskin will be removed from PLD and DRK skilltrees and put into the Tank skills. It opens up a new slot for PLD and DRK, but can also make Rampart available for WAR, who will need to be adjusted accordingly.
Even where two skills are clones of each other—and I'm not saying that's okay—I'd much rather have Shadowskin on my edgy DRK job than Rampart, and would rather not have it on my Paladin, merely in terms of name and appearance. Moreover, moving it to a broad "tank" skill does nothing for customization or button-bloat. It'd still be a required choice; you'd just no longer have aesthetic fitting for your particular job, nor the ability to increase or decrease its strength in order to better shape its proportionate value against your other job skills and would remove yet another axis of balancing, in turn forcing those other job skills to be even more like one another. That is not a good kind of "simplification".

Quote Originally Posted by Reynhart View Post
Technically, they could decide to make a universal enmity combo too, and balance the potency gap between job-restricted skills.
Making a universal enmity combo does not save space. It replaces three more unique slots with 3 absolutely homogenized ones that force the remaining skills to then also be more homogenized. It tears apart each tank's previous rotational priorities, where they previously all varied immensely. I don't understand why you would think that would be, in any way, a good thing.


Quote Originally Posted by Reynhart View Post
As a sidenote, what it could bring in the end is the total removal of classes, and thus, potentially removing the weapon restriction.
Think about it, if your job is determined by the Crystal you equip, why not allow a PLD to use a greatsword or a Ninja to use two sword with a real Dual Wield?
If something tends to remove, remove, remove, with seemingly no intent of adding something in its place... it usually adds nothing in its place.

And why would you want this? Why would you want a job with shield-dependent skills like Bulwark and Shelltron and "Shield" Lob and "Shield" Bash to take on a Greatsword? Do you really think SE would be willing to create new, fitting animations, let alone names or effects, for each of those modified skills, after they'd apparently just removed all variance among (near-) identical skills?

Quote Originally Posted by Tactical View Post
You have Flash, is that not good enough? That thing does a NUMBER on aggro. Besides, Overpower and Unleash would not be okay on a Paladin.

That'd mean that PLDs could DPS! And we all know that WAR is the only DPS Job classified as a tank.
There's probably a good reason Flash was never originally designed to be an AoE filler. Originally, Gladiator had physical AoEs, same as Marauder, and these remained, distinct, even after the removal of most cross-class skills in 1.18. (Flash was merely a ranged enmity nuke, cross-classable.)

Would it really be so wrong for Gladiator to take up a physical, TP-based AoE, such as Circle Slash or Brandish, whether be that be with some unique component?