Ruruura, you seem to be conflating gameplay and capacity here. Yes, having some control over one's healing input by being able to do some of that oneself can allow tanks to feel more like tanks since they then have more (types of) levers to pull in keeping themselves alive, but it is as every bit as arguable that tanks felt more like tanks when they had less total sustain (unwasted damage restored + damage nullified) precisely because good use of what resources and optimizations one did have mattered more as it is that tanks should be able to outlive everything easily and/or independently just because they're tanks.
The first is gameplay, the second capacity. Just as good gameplay can't make far inferior capacity competitive, neither can high capacity replace gameplay interest.
For my part, I tend to have the most fun on my tanks when it actually makes me fear for my life and use every trick at my disposal, such as per Protection Warrior in M+ for much of Shadowlands (lowest easily available general defense and greatest sustain cost for dealing decent damage). To that, the manner and degree of agency matters a ton while capacity actually best serves the experience when it is only barely enough (for playing as a group, moreover, not independent handling of group content). Having tons of chonkiness more than is necessary for performing one's role leaves redundant most of our optimizations and arguably therefore makes tanking feel worse.
Now, XIV dungeons (outside of Savage Criterion) are merely XIV dungeons and so a larger margin is fine, but its excesses should neither be a target nor considered thematic, especially so long as that excess renders another whole role redundant.Tl;dr: Agreed that tanks shouldn't lose even more agency in their gameplay, but if you mean that instead in a sense of mere reduction to an already bloated degree of capacity, I could scarcely care less.Here, though, I'd likewise argue for content that can better leverage situational support and healer kits that can provide it alongside other forms of more engaging downtime options rather than the outright removal of tank flat sustain (potency or %HP heals or barriers), but that has more to do with issues of scaling across low-incoming-damage (which favors flat sustain) and high-incoming-damage (which favors scaled sustain) and differing means of agency rather than any assumption that we tanks need every possible pie short of (optimized) DPSs' damage output.


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