Quote Originally Posted by Amvin View Post
While that sounds really nice on paper, it wouldn't work in the current raid environment, unless (taking wAR as example) you buff warrior hitpoints substantially so it can survive various mechanics with only minimal mitigation.
What I'm getting at is that such changes would need to be complimented by major fight design changes and I doubt they'd do either or both.
The first instance of major homogenization in the game happened because of this exact reason. When WAR literally couldn't do Twintania because it would just get deleted by death sentence. The dev's solution was to turn WAR into PLD, and off to the races on homogenization. Second instance of homogenization being to turn all healers into white mage. Third instance is to turn all casters into phys ranged and otherwise destroying cast bars. Things like 2m burst or equal damage with similar damage buffs don't even factor into homogenization compared to completely destroying entire playstyles.

That said, you can fix the issue (for tanks) without giving WAR something like 400% the HP of paladin. But it first begins by recognizing that 20% mit is already ridiculously strong, and things like tank passive + 40% mit + 20% mit + 15% mit + another 20% mit is already insanely overpowered. Toning down the numbers and availability, especially preventing stacking of mits, would do a lot to break the chokehold that the devs have forced themselves into.

Unfortunately, fixing this issue is, as you say, basically impossible in the current fight design environment. But it's either fixing the encounter design or we end up with the fight design we have now, where casting spells is miserable, fights are DDR simulators with no lag tolerance, and every tank and healer does their primary job with basically identical buttons.

I was outright flabbergasted with how absolutely awful the new alliance and dungeon was from a design standpoint. Nevermind EX3 being more of the same nonsense that made trial 3 such an awful fight. I digress.