Quote Originally Posted by Dale View Post
I think you misunderstood my post.

That is what I was saying: that on most other games the tank simply spams some optimized rotation and keeps hate through-out the fight. It's rare for another party member to actually get hit - and when they do it's thought to be the tank's fault and not part of the expected gameplay.

Where we fundamentally disagree is you like this approach and I don't. I find this kind of combat shallow and prefer it when there are enmity caps or a similar mechanic in place that causes the enemies to mix it up between party members. It improves the gameplay and makes combat more interesting.
I think you are missing the point. IN THIS GAME tanks simply spams some optimized rotation, then hits a caps, that EVERY DD hits with simplicity also, preventing a tank from being............ a tank, and considering that PLD was not designed for damage, it should be able to................ tank. It does not make the combat more interesting, it does not make the combat more fun. Carrying damage taken gear to take up the already limited inventory space isn't "interesting" or "improving" on the gameplay, or not dpsing for extended periods of time to lose enmity just to get it back on a few round of auto-attacks of a WS is not interesting or improving, it's actually a lazy way for SE to ignore the tanking problem. What would be interesting is DDs being able to perform MAX damage and a tank being able to compete to hold threat.

It would also play a more strategic roll in hate control because without a capped threat people would have potential to do more max dmg making them more inclined to make sure the tank has the threat.