
Originally Posted by
Lyth
Here's the thing. If you want players to play tank, you have to figure out what draws players to the role and what makes them tick. A good tank is a facilitator. We do whatever needs to be done to make the group function more effectively. Sometimes, this means mitigating in a way that assists our healers. Sometimes, this means pushing out more dps so that our damage dealers can make a dps check.
But the most central function of a tank is this: tanks control space. They set up the fight. They control how it unfolds through effective positioning. And they control re-positioning in a way that allows the entire team to maintain good uptime.
You know why tanks care so much about damage? It's because you've given us nothing else to care about. Mitigation is trivial. You have abilities like Holmgang on a 180 second cooldown, which let us negate every second tankbuster. Positioning is trivial. Bosses re-position themselves, re-orientate themselves, and animation lock themselves in place. Your job is to move to where they spawn or jump, and just hold them where they are. It's like the people designing this fights for this game either have never played a tank before, or have no passion for the role. Because content is not designed for tanks, we play like we're a glorified melee dps.
And they're just not listening. With the advent of Stormblood, tank accessories were designed so that they just didn't offer any significant dps progression. So what did we do? We used i270 accessories. That should have been a warning sign in itself. Hey, maybe this design decision isn't what the players want.
You're not going to get us to "play like tanks" by removing the last thing that the role has going for it. The only way that you can do it is by designing content for tanks. Make us position. Give us fights with genuine, unscripted, tank-controlled movement. Make us mitigate.
Even despite the fact that we forced them to make some concessions with our accessory progression, you still hear Yoshi-p mention how tanks do too much damage, as recently as the Las Vegas Fan Fest Q+A. Do you know the one thing that I don't want to hear, as a tank main? I don't want to hear a non-tank main tell me that we're doing too much damage. I want to hear from someone who is equally passionate about tanking. I want to hear from someone who designs content for tanks. And I want to hear from someone who wants to make the tanking experience better for all of us.
People like playing dps, but there will always be a need for tanks. Those new dps players aren't going to want to wait around for hours until they find the odd person still willing to tank for them. You can't bribe us by making WAR into an overpowered supertank. I'm sorry, but Blizzard does barbarians better. This is a Final Fantasy game. Give me my greatsword or gunblade.
Do you know why 1.0 failed? It wasn't because of technical design issues. It was because you failed to listen to the people playing your game. And you're making that exact same mistake again. It's pride and a lack of communication that causes this game to repeat the same mistakes again and again.