I think that people worry too much about homogenization without really understanding it. When you are able to create a comparison chart and identify equivalents, that's partial homogenization, which is where problems arise. The classical example is Vengeance, which is identical to all other 30% mitigation tools but has an additional thorns effect. That's bad design, because everyone can see that there's a best option. Removing the thorns effect and making all 30% mitigation tools have identical effects is an improvement. That's complete homogenization. If you want jobs to have unique flavor, then you add a unique 'counter' effect on each 30% defensive, like perhaps a Blood Price effect on Shadow Wall, an Expiacion reset chance on Sentinel, and a cartridge proc chance on Nebula. If you balance these effects around potency, there's no clear winner.
Prior to the 6.3 Bulwark addition, you probably would argue that PoA was the equivalent 'extra mitigation' action on PLD, because you could use it as a bonus Rampart if you really wanted to. My suspicion is that this possible upcoming Vengeance upgrade will start to replace the 30% tier with combined raidwide/personal mitigation tools, similar to PoA.
As far as Blood Weapon being treated as an 'indirect' heal, I really don't buy that. The limiting factor with TBN is incoming damage. You don't need extra resources to use it because it is damage neutral. It just replaces an Edge/Flood, which you then get reimbursed for. It's also not self-sustain/healing because it doesn't increase your HP total over time. So under attrition conditions, you will eventually still die from accumulated damage, unless you can successfully negate all sources of incoming damage. These sorts of false comparisons are the reason why DRK tends to be left at a net disadvantage. If it doesn't raise your HP value, it's not a heal.
The reason why I mentioned gap closers is because I thought your chart was about utility. Right now WAR has two gap closers and everyone else has one. I've always felt that there was a potential niche for Cover to let you gap close to an ally and absorb an attack (rather than a channeled effect) that would keep it more consistently relevant in fights.
 
		
		 
			 
			

 
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