The value that tanks and healers provide is entirely dependent on the existence of a trinity design. There are games that don't use a trinity, but in those games, everyone is a DPS.
The interdependence between tanks and healers is central to how a trinity design works. In a traditional trinity design, if your tank doesn't mitigate effectively, or your healer doesn't keep your tank's HP above a critical threshold, then the tank dies and the rest of the team gets oneshot. This is why support roles were historically high value. I think FFXIV attracted a lot of skilled players to supports in ARR and Heavensward because you not only had this going on, but you also had the capability to do competitive damage through alternative gearing options and damage stances.
Over time, the game has shifted towards being a trinity design in name only. You have an undying tank that does underwhelming damage on a self-positioning boss with an understudy on standby in case they mess up, you have healers on standby hoping that they'll be paged in to fix any mistakes and tidy up any unaddressed damage, and then you have DPS doing the bulk of the high value gameplay. At this point, you might as well convert all jobs to DPS and give everyone DPS parity, so that everyone has equal value. Maybe you distribute a few raidwide defensives and heals to some more 'support-orientated' jobs, and then let the boss completely self-position. There are a number of MMOs that do this already. The only reason FFXIV doesn't do this openly is because they made a historical commitment to the trinity design approach years ago and now they can't openly change away from it. But it's in appearance only, and supports are the ones that lose out.
I think if you want to restore value to the support roles, they need to be interdependent again. That means toning back the self-sustain and mitigation inflation.



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