Quote Originally Posted by BabyYoda View Post
Trade survivability vs damage: each tank utility will have MP cost that can reach to 0
Paladin used to have this. It was very strict and if you messed it up, you had less Holy Spirits or other magic as part of your magic phase. The MP cost was halved so that you could still manage virtually unlimited Clemencies though. Now, not only can you mess it up and still have lots of MP for the magic phase, but you can also Clemency even more.

Dark Knight does still actually have this. You have to prevent yourself overcapping on MP, but also try to maintain 3,000 MP for TBN in case it's needed.

However, Dark Knight used to be far more complicated where you'd manage Dark Arts and use it to empower or transform attacks but only within the constraints of the MP bar. You also had the MP itself draining while Darkside was up and if you ran out, it disabled Darkside, which you needed to avoid. You genuinely had to play really well to prevent this.

Ultimately, these sort of things changed for the same reason as everything else. To make it easier for the majority of players - the new, returning and casual players, with the aim to make it difficult to mess up the rotation at all.

Balance between tank and healers
That should really be better. It wasn't really a problem in Heavensward. But it does make it even easier to carry the party through a dungeon and that makes it easier to get casual players through fights that they find difficult.

this could give balance to not only warrior but all tanks to limit their healing capability by not losing DPS
Warrior's problem could be solved simply by longer cooldowns. As a simple example, when you only have Thrill it's pretty balanced. Even Thrill+Equilibrium on its own is alright.