
Originally Posted by
Big-Isaac
Moreso than with the previous expansions, there seems to be an earnest effort by SE to balance the tanks, which they have chosen to accomplish by homogenizing the crap out of them.
As of now, every tank has
- the same 20% damage reduction, taunt, shirk, etc
- a 10s, 30% damage reduction on a 120s CD
- an ultimate "I can't die" button
- a gap closer
- a 2-stage AoE combo
- a functionally identical pulling tool
- some flavor of AoE party support
- some flavor of single-target party support
- a Fel Cleave expy
- and probably more I'm not thinking of off the top of my head
This is completely unnecessary IMO, because disparity is what gives a job its flavor. Differences in toolkits create niches that an individual job can excel at, and using your tools correctly to excel in those niches is what connects you to your job so much more.
Looking over to WoW and my main, the Brewmaster Monk, just off the top of my head i can rattle off 6 things my class can do that my co-tank, a Protection Paladin, cannot. And I can think of another 6 things that his class can do that mine cannot.
Is it balanced? Not exactly, but people need to accept the fact that pitch perfect balance only impacts the top 0.1% of the player base - i.e. those in the world first race. So long as every job is capable of clearing the content without holding the group back (like say, HW PLD being a pain to work with for multiple reasons), there should not be a problem.
It's perfectly valid to design a job that has glaring weaknesses as long as its strength are both equally apparent and equally impactful.