Quote Originally Posted by Alhanelem View Post
The problem here is everyone caps hate pretty easily. So for the tank to keep hate, he has to generate hate immediately after someone else generates hate, rinse repeat endless cycle. As long as all of his actions are generating enough enmity to bring him to max, you can avoid the mob spinning like a pinata, but it's pretty silly that there's no way to have more solid control of hate than that other than have the DDs stop doing their job for X time every so often.
My notion is if one player could maintain hate at all times - especially on the more difficult boss fights - it would have a negative effect on the gameplay and strategy. Which is why on games like WoW and Final Fantasy 14 they must constantly add gimmicks to boss encounters to make them more interesting. That is because the actual flow of combat is so predictable and shallow. I don't want to see that happen to this game.

I believe when the party is balanced and well-played solid hate control is possible. But as I alluded to previously - if all the melee are decked out in full damage gear and wholly neglecting their defenses on a difficult boss encounter they are most likely going to die because no amount of flash or provoke is going to save them unless they hold back.