These are good points and I agree, if you can maintain exactly how much eHP you can put out well it could work. Although It may seem minor, having to stuff 2 OGCDs into a GCD vs just one on another tank is an advantage, especially if one of the TBs is a little bit of a faster cast.
I guess the point I'm making is: diversifying defense and still keeping balance would require VERY tight fight design, because of how scripted the boss fights are. You guys talk about the invincibilities being "balanced" and to a degree they are: in the sense that they're totally unnecessary. None of the current fights require them and most people in the PF don't even use them most of the time. If invincibility were important DRK would be shunned like a leper in groups. Because if all else is equal, DPS is balanced, tank mitigation capacity is "equal", why would you bring the guy who is a huge pain in the ass to work around rather than the guy who goes "LOL HALLOWED GROUND" and just becomes straight invincible?
I guess the overall point I'm making here is: different defensives will put extra pressure on your healers in certain situations. Now they have to learn to heal 4 different ways. Living Dead is a perfect example of this (if it were a requirement for fights). Whereas changing your DPS only affects you and YOUR rotation, changing tank defensives can and will affect other people in your party and will become a nightmare to balance around. What if the "weaker" number healer like AST gets paired with the "gimmick" defensive tank and he is now strained to the point of breaking when on other tanks his rotation will be fine? Even if their theoretical capacity is equal, they're extra trouble, and in the case of the tank, extra trouble the healer can't even opt out of.
Damage in FFXIV is just so consistent, I think is the issue here. There's a million ways to put out damage but only a few to stop it from coming in. I saw someone mention Vengeance as a potential difference to the 30%, but that small difference alone already pushes WAR away from the OT slot or they risk losing DPS for no reason, and flexibility is key in a game where your role has two slots and the game punishes you for duplicates.
Not to knock the folks because I love them, but this dev team can't even get the entirety of the ranged role up to par, and it has neglected SMN play issues and RDM power issues completely for what is now months. I've seen what happens when the roles get "differentiated" like MNK or BLM, and it's frankly what made me flee the DPS classes this expansion. GNB,PLD, and WAR feel totally different offensively, with small cute differences (that actually matter quite a bit in 4mans, just not savage) that keep things fresh, and you know what? So well balanced I can play and enjoy them all, even gear up 3/4 for the price of 1 (fuck you WAR DH/CRIT). It is amazing, so when I see people ask to be more "different" like the DPS...it just makes the former DPS player in me leery.

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