Short answer: DRK and WAR both used to have VERY rewarding and satisfying playstyles, but now both have been made extremely boring to play, which only drives players even more away from tanking.
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DRK used to be fun, it had a lot to do and it felt rewarding for doing it right. Simplifying things does not make them more fun.
Likewise, nerfing DPS from a tank even if that might not be their main priority does not help make it feel better either. Other MMO's i've played (while not as good or having nearly as good a community as ffxiv) make sure their tanks feel sufficiently strong at least so that tank players don't feel like JUST a meat-shield
each job is as boring or as interesting as you make it being a cry baby does not change anything.
Feels bad about those changes guys. :(
With those new changes, the rotation becomes much easier to execute which will not doubt increase an already existing issue in tanking, the very high learning curve intertwined to it.
Frankly, I'm not sure those changes will go through the whole 4.2 since it seems that the reaction throughout the regions is rather... explosive.
It's 'to each their own' really. Players will find jobs engaging, challenging, boring, easy, etc. based on their own playstyles. I find tanking to be challenging because I have to leave my comfort zone in order to play it. No matter how easy other players may find it, nothing about tanking comes easy for me. I've played DPS jobs as well, and like you to tanking, I find them boring, unengaging, and easy in the sense that very little responsibility falls on them that is under a microscope like healers and tanks.
What you're talking about here is what you know in comparison to what other players expect you to know. Generally speaking, players expect tanks to know the fight from bottom to top. I've never done fresh content as a tank, but I would imagine this is the only time they get any kind of a break for not knowing the fight. Knowing a fight to be better at it is a given for all jobs and roles. IOW, knowing a particular instance doesn't make you a good anything, and likewise you can go into content blind and still outperform everyone else because you simply are that good.
So it's an ego thing for you or...?
I actually find tanking to be the least stressful job. I don't play it that often but I find it relaxing to not have to worry about healing or maximizing my deeps all the time. Just pull all the things. Granted I'm just taking about dungeons.
It could be if you do something for the first time. :P
You dont only tank, you have responsibility to do dps as well and lead the party as a tank, on a DRK managing cd's, MP, blood gauge to pull out as much as possible is challenging. And still you are in charge and you are responsible for a wipe if you execute the mechanics wrong, got killed because of 0 deffences or position the boss so everyone gets killed by it. With trash mobs, pulling (making sure you hold aggro when pulling), positioning, dodging aoe's, keep yourself alive with various def cd's and doing dmg while managing your mp requires more engagement from the player than dropping few aoe and dot spells here and there (summoner).
There are for sure more engaging jobs to play, but that doesnt change too much in terms of the gameplay, because your job is just to do dps by the end of the day, zero responsibilities whatsoever, maybe excluding higher level content where people are counting dps, other than that there are none, if the duty will take 5 minutes longer or less its for the most part doesnt matter.
Provoke or ultimatum are useless for pulling, since its only puts you on the top of enmity +1, 1 more than the biggest value, its not generating any. When you use it and the healer is on the top of enmity list, one spell from the healer will pull the mobs back to him, and believe me this thing happens all the time basically.