Quote Originally Posted by MaraD_ View Post
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A lot of my argument is counter to the point I'm making because I'm trying to balance things from dev perspective, tank player perspective, and other player perspective. I see what you guys are talking about, but realistically what happens when you ask for things like this is that you get horrible imbalance from the dev team, because if I'm being honest with you: end game content in this game probably isn't the major focus of the dev team. Small percentages of their playerbase even step into it, so you are very likely never going to get the care and detail you are asking for, but you WILL send a message to the dev team that you want tanks arbitrarily "different". And so what you get is an optimal tank setup that's different depending on the fight, and tank players now have to play every tank in the role to remain viable. This will drive people away from your game, because people don't like having to stop playing their favorite class because someone on the dev team decided it was going to suck for this particular content.

Would I like to live in a world where tank skills were evenly balanced, fights were tuned for viability for multiple diverse playstyles, and they all felt great to play? Of course, but it's a fantasy more fictional than Eorzea, and a potentially dangerous one. I really don't want to end up like RDM, where another class in your role is so overtuned you literally cannot compete with them and are like that because of an arbitrary "difference" that you're not allowed to do damage because you have absolutely useless "utility" or that your class is so bad most people choose to play SMN, a class with NOTORIOUSLY awful QoL issues, over you. How about the fact that ranged classes are just 2000 DPS behind the melee/BLM because they have to be "different" with their 100% uptime, but hey, at least they're different right? Tank balance for this game is the best its ever been, all I'm asking is for you to consider that it might have SOMETHING to do with the fact that the dev team no longer needs to balance raids around four different mitigation styles EVERY SINGLE FIGHT.