that is a rule you created, and isnt actually a requirement.
It is a very common standard though.
Allowing the group to win is the #1 priority. If letting the group die, allows you to win, but winning wouldnt be possible otherwise, then it doesnt matter.
You can make an RPG with only offensive options, and no defensive options.
Make the groups total DPS high enough, and you win.
But then its just like the card game war.
This is why "Defensive" options exist. But in the end, it still ends up being a game of war, but 1 exta layer, to make it look less simplistic.
You could make an MMO where the "DPS check" was when everyones HP reaches 0, and HP never goes up.
But you can constantly throw out mitigation on top of mitigation, to extend how long the fight will last.
But you will quickly be able to tell if you'll win or lose a fight, at the very start of a fight.
This is why healing is used to make a tug of war.
Its much harder to judge if you're going to win or lose a fight, adding tension, even to decent players, and giving false hope to bad players.
In short, your options are offense to the win condition, or defense, to make it a more complex tug of war.
DRGs jump ability is mostly a defensive option, even more so since its a DPS loss.
But that DPS loss is backed up by helping the "tug of war" element that "Defensive play" adds to the game.
Survive long enough to heal.
Protecting party members from dying is to prevent a wipe/game over. if everyone dies, but 1 person remains to finish the fight, thats still a win.
in this case, the DRG lives to revive everyone else.
In short, its like giving everyone else holmgang, while you drop threat and gain hallowed ground.
If such a move existed, it would still be good enough to accomplish your task.
any character playing solo gains x5 the exp. this is the primary reason it works. the next reason would be the lack of healing items scaling with your current HP pool, where as a cecil who is nearly double the required level will finally heal more than what enemies do in dmg. (not so much him being in the back row. I soloed the game with him in the front row just fine.)Put Cecil in the back row, and he only take scratch damage, far lower than his capacity to heal himsel, which is why a Cecil solo run is just a piece of cake.
It was always useful to make sure weaker characters don't take hits.
Also, i never disagreed to putting him in the back row, so long as you didnt force a caster in the front row. My 1st play through, i put him in the back row multiple times as well.
im a bit confused here, maybe im miss-remembering FF4, but thought cover only worked when they were at critical hp, and not at full HP.In FFIV, you can manually decide who you want to Cover, on top of automatically Covering anyone with critical HP, again, ensuring that weaker target don't take too much hits.
It does, it always did.
Back row characters still take damage. If they're at critical HP, they would still die if not covered.
then again, maybe its a difference between SNES/GBA/DS versions, as some things got changed, and im thinking of a different build.
but on a side note, im not suggesting PLD cecil isnt a tank, so much as the way SE designed the game, all melee were capable tanks by the standards SE set up, but not necessarily by the standards MMOs eventually set up.
"Tanks" arent really an archetype like people tend to think.
There is a trope that gets copied into tanks, but mostly due to how certain games functioned, and they were built to take advantage of the games mechanics.
Most MMOs copied those features, so even in games like FFXI, where they wanted all melee to take turns tanking, and not just simply 1 person tanking, people still made a singular tank, due to FFXI retaining the same features that caused people to make this stereotypical tank in the 1st place.
Mitigation, to lessen healers workload, or save them MP.
Threat control, to force all damage to be filtered by them.
Dealing damage, usually used for threat multipliers.
All 3 of those can be given to other roles.
Threat doesnt need to go to "tanks" but its more defensive, than offensive, so threat control can be slapped onto a healer.
Mitigation can also be slapped onto a healer.
Lets make a game where you grab 10 DPS, and 1 healer.
The healer controls threat, either entirely, or in short bursts.
But lets say they dont control threat. Instead, they redirect most of the damage to another target of their choice. this way no mater who gets hit, they know who to target.
Now the "tank buster" comes out.
They can mitigate that person for the TB.
They can slap on a buff to increase how much they heal that person, also adding a reason to redirect dmg towards them.
with this design, there is no "tank" as anyone can be the target of the healers moves. just simply a partner to the healers moves.
I agree Cecil is "more" tanky than most of the group, both in survivability, AND the ability to protect the group.
but since tanking is far more complex than that, there's other ways to "tank", since tanking is just a play style within the game design of "Defense".
(Which is the more accurate way to describe tanking imo, as it makes it far more clear why DRG shouldnt be considered a "tank" as it implies a gameplay style, rather than gameplay design)