I think it's partly down to the static design of 2 2 4 party's. And the content itself.
Paladin always used to be a defensive tank but in the games content all that ever matters is dps..
And this forces tanks to be samey. Because if you have paladin that have uber mitigation but no dps. A duty finder party with 2 of them is going to struggle with any dps checks or something for example
Same could be said for warriors. If they had no mitigation but uber dps. A party with 2 of them would also struggle because those unavoidable tank busters would rip them to shreds while barely scratching a paladin.
If the party compositions were a lot more flexible than fixed 2 2 4 you could separate the tanks a lot more.. a paladin might be able to tank on his own what it would take 2 warriors to handle.
Or a warrior might require the second healer in a group where a paladin might only need one... so even if that tank buster would rip a warrior to shreds, a party with a warrior tank would probably have extra heals..
The job balance kills the job identity quite a lot in this respect. Can see it with healers as well.
Whm is aimed at pure heals but nothing require that level of healing so ast and sch take all the slots because they bring more dps and enough heals.
But when everything is built around a predefined party setup 2 tanks 2 heals and 4 dps. You really can't individualise the jobs too much and that's why they all feel samey..
They pretty much are all the same. If I play Scholar the amount of healing I have to do on a tank isn't really any different if that tank is a war or a pld or a dark. That tank busters gonna smack all 3 for the exact same amount of damage. And generally speaking what class my tank is doesn't even change how much time I spend in cleric.
The way my Scholar plays is exactly the same regardless of what job the tank is. So yeah it's very samey



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