That's the issue though. Using your aggro combo usually meant you were noticeably undergeared relative to your DPS, the party wasn't using their aggro tools or you lacked a Ninja. It was almost never a tank specific mechanic they thought about. Even if you did have to aggro combo, I don't see how that radically changes anything. You use the combo once, maybe twice in the entire fight and never think about it again.
More often than not, it caused many DPS deaths as they refused to press Diversion as "aggro is a tank's job!!!!!" I don't miss that whining for a second.
The problem was it never actually functioned like a reward but rather a punishment due to FF being a damage centric game above all else. There was never any tangible benefit to sitting in tank stance throughout the fight but there was a massive detriment. You were throwing away upwards 1,000+ damage for basically nothing. For perspective sake, tank stance was the equivalent of permanent Weakness. Now the trade off was supposed to be that taking less damage meant things were easier but that isn't how encounters are designed. None of the Stormblood fights did remotely enough damage to warrant using it outside of a very brief aggro grab—if that. Even Ultimate didn't require it, though UCoB certain made a more convincing argument than Savage ever did.
Put simply, tank stance only punished inexperienced players with a massive damage penalty.
Furthermore, Warrior wasn't gutted because tank stances were removed. You never touched Inner Beast outside one day prog. Warrior has essentially been the same job since the 4.2 rework introduced Inner Release.





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