Sarcasm?
You said above that you never did mythic/savage content, so in that vein of very basic normal content I could completely agree that tanking is easy (but again, difficulty was never the topic of the conversation, responsibility was). Tanking Titan EX in 2.1 was a complete snooze for me. I literally just had to stand there, press 1 button every time he did a tank buster, then I needed to pull one add. That was it. That fight as a DPS was much more fun.
Your responsibility is non-existent in content where there is no challenge.
Not quite the same distinction, considering just how much the game has evolved since then. That is no longer the dungeon paradigm (at least not in M+, which this entire topic centered around). The only time this expac we had to do that is when we hit max level we jumped right into mythic (skipped heroics) and we were approx 20ilvl lower than recommended.
Again, this isn't relevant to the topic at hand. The tank has to do this too. Tanks have to pop self healing when appropriate (if they have it) or CDs.
To be 100% clear, I personally don't believe a tank in FF14 has the most responsibility. I believe that in WoW (again at M+ level) that they do and I listed examples. That was my original point and to this post, no one has given me a logical and relevant counter-argument.
Again, not relevant. Because in CT you are not timed or punished for taking your time or having to type and out explain things. The entire point of my post was that in that type of content you have no choice, but to give the tank the reins and its his responsibility to make the right choices for the group.
No, that's not what I am making it sound like at all. I very clearly stated that responsibility =/= difficulty. It is possible to have a role shoulder more responsibility, but be mechanically easier to execute the functions of that role.
Doesn't work in M+, that's kind of the whole point of my post. Is that the tank needs to know the stuff in advance because its timed and you're punished for making bad judgment calls.
Well the problem of people, is that collectively they're stupid. Individuals may be smart, etc., but people are very dumb. In no way did I ever advocate healing or DPS (im literally a melee DPS main) being lesser roles, so I'm not 100% sure what your goal of mentioning this was. I do agree that the peer judgment aspect of tanking/healing is a considerable issue that surely plays into some of this.
See now this is a very constructive response. Not because you agree with me, but because you cite examples and ideas. More of this stuff.
So you say the tank isn't responsible for the GROUPs positioning, and I say it is. You then cite a very good specific example, that literally defends my point. It's not about separate good from great. The bottom line is that is the tanks UNIQUE responsibility. It is his, and his ALONE to ensure that the players are out of danger, have room to AOE, etc.
If its any consolation, I reported all of your friends for BM. Trial by fire works sometimes man, I'd support that strategy.
I see you did not experience Unrest.... there was no overcoming that which I speak of. There was no triumphant victory Correct. Was never an EQ player (i believe you said eq), so there reference is sadly lost on me .
You know if they made RDM melee dps I would totally be on board with SAM being tank. However, if RDM isn't MDPS I don't see a world where SAM could be tank. I hate that there's no sword DPS class. Just my .02.
Again, I'm not advocating for development for the elite. I'm arguing for content for the midcore players. The players who are good, and want to be challenged and improve. The player who thought Ravana EX was a really fun fight. The player who wiped on it for maybe a week or two trying to find pugs for it. I'm not advocating for the group progressing on whatever savage fight they're on. There doesn't need to be such a stark difficulty difference between dungeons/hunts and savage raiding.
He also pretty much summed up a lot of things that weren't relevant to the discussion. It would have been nice if you had actually put some effort into responding.[/QUOTE]
So go ahead, list everything for each role that they are responsible for, then tally them up and we'll see.
Not even remotely relevant to the original discussion.[/QUOTE]
I said earlier, sure he summed up his thoughts on a lot of things that weren't even relevant to the original discussion lol.
I think doing that would not be a good change as it would limit some comp choices. Not every ranged has a reliable interrupt and if your specific dungeon comp runs 3 ranged you could be hindered (ha wouldn't that be something).
At best you'd be removing an ability that isn't used in certain comps, and slightly hindered others. I don't quite see the value in it. Arguably you could improve the ranged classes interrupts to a melee level to remove this imbalance, but then maybe PVP implications would arise.