

How does it hurt game balance?I'm struggling to see why tanks and healers cannot have Direct Hit Rate on their gear... It just hurts game balance more among other things...
Can somebody help me understand why tanks and healers can't have Direct Hit Rate aside from "identity" because I'm not seeing the bigger picture...

WAR is the only tank that has access to guaranteed Direct Critical Hits, whereas the other 3 tanks as well as healers(for healers that are wanting to squeeze out as much DPS as they can even though is a lot more focus on healing this time around) do not have such a skill, and they have to meld the Direct Hit Materia to gear so they can see an increase in DPS, which is a repeat of the no Strength on tank accessories, and everyone can access Direct Hit Rate, but no one but healers can access Piety or Tenacity, and some jobs could really use Piety right now, like RDM, SMN, and ESPECIALLY DRK...
Then you have jobs where they just have the wrong stats on their gear due to how they handle certain situation, like how (from what I heard at least) WHM artifact gear has nothing but Piety when they already have ways around MP refresh issues unless WHM are expected to use GCD heals more like AST or SCH(I don't really play healer so some insight would be helpful on this particular topic would be appreciated)
And then there is the ongoing debate that Tenacity is a really bad stat because it's not as big of a DPS gain like Direct Hit Rate or even Determination/Critical Hit, and as a tank main I REALLY WANT Tenacity to be a loved stat by tanks but Direct Hit is kinda making it difficult to make it so because of tank DPS...
Not sure if that helps explain what I mean, but I did present that "Role" stats aren't even remotely balanced as the devs believe them to be...
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