Quote Originally Posted by TouchandFeel View Post
Also, I feel there was a vast underestimation of the power of self-healing as a defensive tool where things like shields and % mitigation can reduce or at best nullify incoming damage but self-healing can potentially go beyond that and undo/recover damage that was done previously when the healing crosses that threshold of outpacing the rate of incoming damage. This makes it far more difficult to balance against other forms of defenses.
I think this is still true given the design of 40% mits: WAR got a total of 1500 potency hot, DRK got a 1200 potency excog, PLD got a 1000 potency shield. Roughly translates to shields being valued (or taxed, if you will) more than direct heals, which are valued more than heals over time. For tank busters this is generally true as shield can prevent you from dying where a heal will not if you were to drop to 0 without it in both scenarios, but for general attrition (be it autos in raids or damage from trash in dungeons) the overall potency is king.

Quote Originally Posted by TouchandFeel View Post
Then for tanks, there needs to be more tank specific mechanics in fights asides from the occasional buster. More hard-hitting boss abilities targeting other players that the tank has to either pick-up or have to use their defensives they can other target others with. More phases with adds or multiple bosses on the field at once. More forced tank swaps. More fights where boss positioning and/or location in the arena matters. You could have entire mechanics about the boss needing to be moved to changing parts of the arena such as something appearing in the arena that needs to be destroyed or it will explode and do a ton of damage but you can lead the boss over to and have it cast an AoE on you that if it hits the object it breaks it or does a bunch of damage to it to make breaking it way easier. Anyways, I could go on and on, but I think the point has been made.
I really like the beam stack-markers that also have the tanks-in-front-or-people-might-die mechanic. If XIV stole the mechanic of autos applying a stacking debuff forcing a swap every now an then in savage, I reckon we'd also see much higher demand for general self-sustain balance across tanks, as right now it seems tanks are only balanced on two vectors: DPS and tank busters. There is also raid-wide mitigation, but given M3S exists I wouldn't say tanks are currently balanced in that aspect at all.