Nice generalizing. Have fun doing ~33% less DPS to let your healer maybe do 1 more GCD of Stone 4 if they feel like it.
Atleast try and backup your shitposting with research.
No. I've actually stopped playing tanks for various other reasons and being ineffective and unrewarding DPS is infact a terrible playstyle. See Summoner and Dragoon.
Explain to me then that why Tanks cannot have the same damage range as DPS. Does it truly make you feel bad that a class you believe should be nothing more than an inanimate wall for all intent and purposes does more damage then you? Does it bother you that tanks in this game or others does not follow with your ancient belief that tanks should be a wall and nothing more. Who is the narrowminded one here?
If you pay attention to any of my posts, you will see that I actually advocate for a REWARDING and IMPACTFUL tank play.
Every single battle orientated game has one clear cut goal.
DEFEAT
THE
ENEMY.
The fact of the matter is that no matter how you cut or slice it. No matter how much you believe otherwise. Damage is king. Damage is what matters because damage contributes to the goal of the fight.
Do you know what the purpose of tanking and healing is? To allow damage to occur by insuring the survival of the DPS. Yes that's right. If you purely tank or purely heal, you will never win. Because if you do nothing to the enemy, you have no impact.
People aren't playing tanks because they're not like whatever your standard for previous tanks is. It is because of other unrelated reasons such as leadership or whatever the thin skinned casual playerbase can't handle. It is also because DOING DAMAGE and DOING SOMETHING IMPACTFUL is more fun than doing a job that is only there because of design. People want to feel good, people want to feel strong, people want to feel rewarded when they play.
Yes. There are people out there who enjoy pure meatwalling. Did you know that I also advocate for mitigation to be in the vein of something like Vengeance or TBN? Where your proper usage of MITIGATION rewards you with MORE DAMAGE which DIRECTLY contributes to the fight? But you know why tanks AND healers in this game are so simple and easy to execute?
Because it makes it accessiable to everyone. And most people are bad. SE is first and foremost a company, they have shown that they do not care as much for the top players and prefer to make the game as dumb and easy as possible so that Johnny McCasual can cruise by and reap all the rewards. Players who are happy pay more. And there are more bad players to make happy then there are good players. The pitch of Stormblood supports exactly this. Simplication and consolodiation of gameplay as well as lowering of skill ceiling and raising of skillfloor. They removed the gap for exactly this purpose. (Admittedly, from what we've seen of the balance of all classes, they haven't exactly fulfilled this front either)
Face it, tanking in this game is not how you like it not because of the community but because SE's design, whether they themselves are aware of it or not is about surviving ENOUGH and pouring the rest of your resources into something USEFUL. Which is, YOU GUESSED IT. DAMAGE. Whether it be indirectly through more effective mitigation allowing Healer offensive GCDS or your own personal output.
I'd argue that more people would prefer offensive tanking then Dance Dance Revolution tanking. The popularity of tanks in HW and the DPS roles atleast support this theory. And as many people have attempted to point out in a derogatory and condescending manner, most here on the forums seem to prefer something that has a rewarding skill ceiling. (I.E DAMAGE).
Mind you, I couldn't care if we're 80%, 70% or even 60%. But if we're 10-30% then it just means there is absolutely no worthwhile skillgap for tanks and it just becomes the class where you dump your weakest player because you can.