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I think we have a different opinion on what "A very distinct look" is because that is a generic knight of which we have a-plenty.

Final Fantasy XIV: A Very Distinct Look

I think we have a different opinion on what "A very distinct look" is because that is a generic knight of which we have a-plenty. You do realize the irony in saying a SAM would be an overlap and then suggest Mystic Knight and Templar, both of which are Knight archetypes of which we have 2 knight-themed tanks already. 

 

How is a 1 handed hammer any different in animations than the 1 handed sword Paladin's use? How is a 2 Handed hammer any different in animations than the 2 Handed axe Warrior's have? Any argument supporting that hammers could be unique in terms of appearance/animations can also be made for Samurai and their weapons. They are distinctly different than both PLD swords and DRK swords, held differently, moved about differently etc. 

 

You're also acting like DPS have no slashing damage available to them, which is factually untrue i.e. Ninja. In fact, DPS have the most options in terms of types of damage and available styles they can play as, by a lot. (7 DPS options, as opposed to 3 tanks and 3 healers.)

 

Also, realistically, the type of damage is such a non-issue that it doesn't matter if everything in the game did slashing damage or whatever. People are getting uppity over the "type" of damage a job deals when it honestly doesn't matter in the slightest. There doesn't have to be any semblance of "balance" in terms of what types of damage every job does.

 

More tank jobs doesn't mean more tank players, correct, but it certainly doesn't hurt to try and get more. As opposed to giving tank players nothing and you can guarantee you'll see the number of tank players go down. Tank numbers staying the same is far better than tank numbers going down. And if they're smart they'll continue to add tank roles. Just look at WoW, every class they've added to the game can be a tank.

 

If they want another dps they can use any of the ton of FF jobs that can fit a DPS role, Dancer, Red Mage, Blue Mage, Ranger, etc. etc. etc. No need to waste Samurai that actually easily fits SE's idea of tanks (Heavy armored defenders) as a dps job.

 

So your solution is to never add new exciting thing for tank players so that the shortage of tanks actually goes down as people try the fresh shiny newly added jobs? Tell me how that's any kind of solution to a problem that is a shortage of tanks? It's better to at least try and come up with any number of reasons to entice people to play tanks than it is to just sit there and go "Well this is just how it is and how it always will be."

 

[QUOTE=EdwinLi;3675481]I think you miss the bigger picture on why Sam should be something else other than a Tank.

 

As SAM can be easily seen as a Tank due to being one of the classes that can be easily given heavy Tank Armor it is also a bit linear in concept if only classes people can see wearing Heavy Armor can be Tanks.

 

-Snip-QUOTE]

 

You're the one missing the bigger picture here, i.e. the developmental picture. While it's stale to have tanks always wear heavy armor, it makes the development work a lot easier. This is why our jobs are very homogenized. They don't have the time nor resources to be making huge experimental archetypes of tanking, creating complex mechanics and entire categories of armor just for them (more sets need to be designed, coded, implemented, not to mention polluting loot tables even more for no reason). 

 

They could do what you ask for but it would cost a lot more dev time and resources, meaning we wouldn't get the loaded content patches every 3 months like we do. You need to step back and look at things from a more realistic approach.

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