Hey guys I posted this discussion in FFXIVDiscussion sub and I brough it here for further exposure
This is not a numbers discussion! Numbers can always be moved and rebalanced so the overall damage meets the threshold SE wants. This is more a discussion of the feel of the role and Job, how fun it can be to play etc etc...
I've been playing this game for way long and have been a DPS main most of my XIV life (have always been a casual Tank up to Extremes). Endwalker is the first expansion where I main the Tank role and play savage with it... in PF... and most of my perspective is current.
Continuation: -Increase the range of all Continuation attacks-
This button is fun to have, not going to lie. It gives me the good chemicals to mash the shit out of it! That being said, it is hella restrictive on boss movement! Let's not even talk about high ping play where your button press doesn't even register as you move… I honestly feel that increasing the range on it a bit would alleviate some of the problems this brings. Some have thrown out the idea of removing the whole thing and reworking it but honestly I can’t imagine the Job without it and lets be real SE would just turn it into another Diet Warrior.
Sonic Break: -Remove it-
Problem?? This is just a damage button, it doesn’t add anything to your rotation or your aesthetic and frankly I’m surprised it’s still here.
Double Down: -Lower the cost to 1 gauge-
Is there a reason it’s 2? Is it lore? I don’t know but I would love to Burst Strike more instead with the remainder of my powder gauges, and I think it adds a bit more flexibility to how you use them.
No Mercy -Rework into charges-
Here is my pipe dream idea (and probably the one most disagree with). Hitting No Mercy gives you 3 charges for 30 seconds (think Delirium). Charges are only spent on your next 3 Powder Gauge moves, heavily increasing their damage. My idea would hopefully remove the ping restriction of having to fit 9 GCDs within the window and free the other OGCDs from having to be used within it.
Blast Zone -Slightly increase range and should be a cleave-
Nothing inherently wrong with the move now but can we please?
General Tank changes speedrun:
-No damage on gap closers (or at least make it insignificant for the lore lol). It looks dumb to spam and it’s a utility tool.
-Rampart removed and baked into less used Mitigations or brand new ones with perks (Camouflage with %50 Parry, Dark Mind with additional mit if Magical, Paladin with… idk a regen or additional healing increase, and Warrior with additional Testosterone)
-Provoke should just take all threat from the current top threat player (Honestly this is to avoid stealing hate back and all that, ez swaps). By the same token Shirk should do literally the opposite…
Please share your ideas about anything tank related!!! QoLs and give feedback on what you think!!