


THIS is a really simple solution that could work out - positionals for tanks. I like itI always thought you could tinker with their stats based on simple things. For instance, have the same move set but if you attack from the front it generates more threat and reduces dmg you take while attacking from flanks or rear will increase dmg you deal and buff you. To include skills to allow swapping targets etc. This lets you remove extra combos that were just there for threat and making it more of a fluid situation. If the main tank loses his target to his OT for a swap the tank can immediately go into dealing more DPS by just changing his position on the boss. I find it a rare circumstance a tank isnt dealing dmg to the face is target so it feels like an organic solution to me. After freeing up those useless emnity only keys and compiling them into threat/tanky in the front, dps from side/rear you can add more flavor skills to flesh out the class thematically.
I’ll reserve my comment until the leaks about the expansion are confirmed.

I really rather them not remove it but rather redesign tanking in general. Removing it is quite the “quick fix” for something that has a deeper problem.
Tanks really don’t feel like tanks in ffxiv tbh because of dps meta and how fights are designed. It’s basically a dps with defensive cds instead of offensive ones.

If the leaks are to be believed, then this question has already been answered. And to be honest, if they are true, then I'm happy with it. It seems like they took into consideration the fact that we never enter tank stance anyway, and have made a solution to the issue. Not sure if I can say anymore about leaks, but, you can find them if you are resourceful enough.
It's looking very good for tanks so far, so hopefully, it's not just a bunch of fake B.S.



If the leaks are true then alot of time was taken into consideration for this. With stances and role actions gone along with enmity buff. It looks like tanks got the best of both worlds here.
It's on/off mitigation that takes no skill to exploit and puts a negligible amount of extra pressure on healers when it's off. I feel like arguing that it makes tanks "boring to play" is grasping. Turning off your tank stance after a single threat combo isn't the "lynch-pin" of Tank gameplay; it's efficient use of your damage mitigation CDs and support skills while contributing as much damage as possible and positioning the boss/enemies in a way that allows the rest of the group to maximize their own damage/avoid damage.
I believe that the choice between mitigation/damage/threat should be resolved through CDs and rotational choices. I feel like there's room for allowing for a higher skill ceiling balancing a Tank's options between performing an enmity combo, dps combo, and balancing a mitigation combo vs mitigation oGCDs in place of simply "Grab enmity in tank stance, do your dps rotation and press mit oGCDs in dps stance"


So.. You're saying they should bring back RoH strength down, DR on Storm's Path and low-blow/reprisal proc mechanics.. Or something like it?I believe that the choice between mitigation/damage/threat should be resolved through CDs and rotational choices. I feel like there's room for allowing for a higher skill ceiling balancing a Tank's options between performing an enmity combo, dps combo, and balancing a mitigation combo vs mitigation oGCDs in place of simply "Grab enmity in tank stance, do your dps rotation and press mit oGCDs in dps stance"
I don't necessarily disagree, and I think if SE had a problem with us stacking so many buffs/debuffs to mitigate damage then they should've just increased the damage to help compensate. It's better than taking the ability away altogether. I mean, personally I always enjoyed at least feeling like I was contributing even if it was marginal damage reduction at the time, but it's something that can be used to separate tank play from the other roles if properly utilized.
Last edited by whiskeybravo; 05-24-2019 at 01:32 AM.

I like the idea of getting more enmity yet less damage from hitting from the front, and more damage but less enmity from hitting from the flanks or back.
It's a lot more organic than having certain skills arbitrarily cause the target to hate you more than others. All of the melee are also already based on positionals, so it would make sense for tanks as well.




The moment you have one tank suffer a damage loss for tanking, is the moment you have tank stand offs because no one wants to pull and gimp their damage. There is no good reason to punish someone for doing their job.I like the idea of getting more enmity yet less damage from hitting from the front, and more damage but less enmity from hitting from the flanks or back.
It's a lot more organic than having certain skills arbitrarily cause the target to hate you more than others. All of the melee are also already based on positionals, so it would make sense for tanks as well.
"Stand in the ashes of a trillion dead souls and ask the ghosts if honor matters."
"The silence is your answer."
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