And yes, I know imposing a forced wait on enmity polling is something none of us really want. Dynamic enmity is probably one of the things that drew all of us in. I'm just saying, with the current structure (of which I'm told I know little about), dynamic enmity is what breaks enmity, because the enmity favors melee damage most greatly (by a landslide), given the changes over the last several years with the level increase and gear that throws so much DA/TA/Crit/STR at players without sacrificing any gear haste.

Reducing the enmity generation from damage would allow effective tanking.. but break the game in a way that only zerging would be rewarded.. which is why I suggested increasing enmity generation from cures instead.