
Originally Posted by
Riaayo
The flaw I see with a blink tank...
The premise is a very flimsy tank that can't take hits that well, and instead avoids them by chaining its shadows and evading. It's cool in theory but in practice and balance, not quite so much. The issue is that for the tank to be worth a damn, you want a good player to really more or less never get hit because they are that well geared and skilled. A tank that never takes damage will always, 100% of the time be favored over the tank that has to be healed constantly. Incase you didn't notice, this is what happened in XI (though it's not to say ninjas didn't EVER get hit).
The flip side is you let them get hit, but then if they're paper-thin they're going to die, get interrupted, etc. Who wants that VS a Paladin that can take hits and not have huge damage spikes / HP dips?
If you try to balance it to where the Ninja is both beefy enough to take some hits, while shedding lots of damage with shadows as well... is it essentially a different flavor of a Paladin blocking hits with a shield at that point? I think this option might be the most balanced, since it might require more thought as to when the Ninja actually utilizes its shadows rather than just spamming through them... but in the end it's likely they would always be on CD anyway, like every Gladiator ability usually is in a fight.
I think the concept has a lot of problems, and while it might be balance-able, FFXI's version was not really that way. Utsusemi should definitely NEVER be usable by ANY class other than Ninja; I don't want to see that ever again.
In the end I think Ninja should be what it was originally intended to be: a DPS with a damage avoidance buff for if it got threat. Utsusemi did shed hate every time the mob missed you, remember?