Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
Same... I fail to see or comprehend what the point of all of this hostile back and forth is.
To (over)simplify: a Warrior main is angry about his job being gutted to a shallow husk.

I made a guess and my post was ignored, to continue the back and forth hostility, so I must have either missed the mark and my guess was wrong, or.. plot twist.. the point is the back and forth hostility.
Haven't been watching this thread much, but I'm sorry to hear that. It may have been lost among the sea of other, (much angrier) Au Ra faces. For others who had trouble finding it, see the snip below:

Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
For the most part, my thoughts were on how to differentiate the means of self-heal and self-support effects, between Warrior and Dark Knight.

any way, that said... how about Warrior has instant heals and increase maximum HP as its focus, such as Equilibrium and Thrill of Battle, and Dark Knight has magical barriers and convert damage dealt into HP as its focus...while, only Paladin has a literal heal spell, along with a pure damage reduction focus, whether the Paladin block attacks, or could even either have more damage reduction abilities than the other tanks, or be able to use damage reduction abilities more often than other tanks.

this makes three of the Tanks have different means of self-heal, instant-heal ability, heal spell, and damage-into-HP conversion, and have different self-support, maximum HP increase(along with instant-heal), magic barriers, and direct damage reduction.

while, the actual way in which this could function as "unique identity", would be either to make all Tanks have 0 abilities, spells, and/or WeaponSkills that do not match their given theme(I think this is a bad idea, but.. eh.), and is along the lines of a different theme, or make it some thing like each Tank has five or some number of actions that match their theme, and only one or two actions that do not match their theme.
That said, I'm having trouble understanding your meaning/intent with your last comment. I don't think anyone is asking that a given capacity, especially a vague or generic one, be entirely exclusive to their job.

To start from the least demanding common denominator, most seem to want the tank jobs to feel distinct when actually playing them, without necessarily requiring that they look distinct on paper.
(Personally, that's the camp I fall under, as I feel that capacity differences, for instance, are ultimately less impactful than differences in decision-making or playflow, even if they may look more distinct "on paper".)
Others would caution that some portion of capacity, or the way they reach that capacity, may need to be mutually exclusive if we want those jobs' feeling of play to differ as above. But that's already pushing towards a specific camp, rather than a common consensus. Others would be happy enough with more eclectic ways by which a job may distinguish itself.

For the time being, we have a few different traditions among the long-standing XIV jobs: one from XIV, one from XI, and another as some sort of awkward averaging of previous franchise iterations (in which case, say, Warrior is highly tied to "Knight"... and therefore rather muddied into/with Paladin, Dark Knight is hardly distinguishable from "Mystic Knight", "Warmage", etc., etc.).
Personally, I'm of the camp that XIV is XIV, and shouldn't short itself just to retain alignment with previous iterations, which are themselves rather jumbled or painfully barebone. But that is, again, one of multiple camps, just as are those who would seem to find XI iterations sacrosanct, and likely any movie an inherent failure if/when --in taking advantage of the new medium and opportunities presented to it-- it differs from its source work.
Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
I disagree with the "LifeSteal" effect for Warrior. I think that the convert damage into HP self-heal theme should be most prevalent with Dark Knight, while Warrior aught to pair the maximum HP increase effect with a focus on instant self-heal abilities, such as Equilibrium.
Personally, I... don't see why, to be honest. Warrior has, in XIV, always been a more centered around its percentile life-steal (or, "healing for a portion of damage dealt", if one doesn't wish to bias the term towards vampirism) than DRK has been, in keeping with WAR's "the best defense is a good offense" sort of theme.

In either case, though, "lifesteal" is an incredibly generic effect, just as would be "damage-absorbing effects" or "healing abilities". I think what matters most is the sense and style of agency among/between the two.

For instance, as a WAR, I expect to be kind of pulled into the flow of combat, and then I simply live or die by that, whereas when playing as a DRK I expect to have a bit more choice or deliberateness in my actions. To use lifesteal mechanics or their tie-ins as example, as a Warrior I'd expect lifesteal to be appended to a wider variety of attacks, and therefore less selective, but also to be integral to other granular areas, like maximum HP, or an oGCD that deals damage based on my current HP (and therefore benefits from those maximum HP increases), etc., etc. As a DRK, I'd expect it to charge something I could tap into very deliberately, for less throughput per minute but perhaps a bit more when it really counted.