Make a system that could be put into a existing game and not hurt the balance of the game
make a job that addresses issues with the gameplay loop
design a move set based around protection and reward selfless plays
The Drengr is a concept for a new job for FF14 Dawntrail, the new job a new tank and its focus is to take protection hits so that it can build meter to deal high damaging attacks and allow party members to share in damage mitigation
Before I started designs for the Drengr I did some research into the current state of the game as I needed to make sure what I designed could be put into the game and keep the gameplay fair and healthy, when I was looking into the game one pressing issue that the game was having at the time was that there was a healer strike, Healer mains felt that the game in its current state was unbalanced and made there role useless as power creep had made it so that tanks and DPS were now able to go through end game content without healers.
I kept this in mind as I designed the Drengr as I wanted to make sure the new tank added would be fun and healthy for the game in its current state, to do this I gave it a focus on protection based abilites that cost the drenger its own protection in order to protect others making it so the drengr will always need a healer to keep a eye on them and protect them if they make mistakes, the coreĀ loop of the drengers power is for them to keep taking protection hits to build up there meter to dish out powerfull attacks that apply debuffs to the enemies or there power can be used to lend a hand to a player in need at the expense of there own damage mitigation
some of the unique abilties of the Drengr are the Debuffs of Wobble and topple, these are damage reductions that can be applied to enemies, Wobble can be applied to enemies at the end of the basic 1-2-3 string and it lowers the enemies damage by 5% for 8 seconds, this only effects none tanks helping keep players in the fight if they take a hit that would other wise kill them, Topple is a damage reduction that only effects tanks and its applied to enemies after the drengers high value meter based moves.
some of the Drengers moves allows them to protect others from death, Shield brother allows the Drengr to dash toward a selected ally and give them some damage mitigation and take the enmity of the closest enemy to the targeted player, Rallying Cry allows for the drenger to spend 60 points of there gauge to give everyone in the party a 10% damage reduction for 6 seconds, this attack also costs the Drengr any damage mitigation they had before it was cast.
the design of the Drengr has a focus on being able to prevent a players death and give them some small mitigation so that a healer can get to them in time and prevent death
Below you can find the Design document for the Drengr, it provides deeper research and breakdowns of moves