Did everyone forget about P8S? About if you had a Warrior or Paladin you were more or less gimping your groups ability to meet the DPS check because of how bad tank balance was?
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We'll know for sure when the logs unlock after more clears, but going by the previous fights the tank comps for the first few clears have been a mix of WAR/PLD, WAR/GNB, and DRK/GNB. When you look at last tier it is pretty obvious there was a meta with DRK/GNB. I just don't see it yet for this tier.
As of right now with the medians, WAR is top rDPS and almost completely top in aDPS. But this is also just the first week. If the data stays the same for a month, expect WAR to get nerfed again at the start of the next expansion, since they don't really seem to buff/nerf anything after the X.4 patch (off the top of my head).
To be fair, it doesn't have to be one OR the other. WoW's Tanks in the post-Vanilla (BC and on) years were all capable of tanking any content, but some fights were better/easier for some of the Tank specs to do than others - but not so much so that the weaker ones COULDN'T do them. I THINK it was Protection Paladin was good in AOE situations (an AOE taunt, AOE continuous damage with Consecration/Hallowed Ground/whatever the ground AOE thing was called back then, and the best shield mechanics meaning blocking lots of hits), Death Knight's initial release had all three specs capable of tanking, but this was eventually condensed into it being the kind of anti-magic tank with extra magic mitigation, Warrior was the good tank against physical damage bosses, and then Druid was kind of an "all arounder" tank since Bear just had stupid high HP and so could be a damage sponge against any type of damage at the cost of your healers having to work a bit harder to make up for the extra health needing to be healed. But, even when out of their specialty, they were still ABLE to tank other things, like Death Knight tanking a physical damage boss or Warrior tanking AOE.
I say this about Healers all the time, too; it's entirely possible to have niches and make a more interesting game without being broken. The trick is to make it where all Jobs in a given role can do the Job at a base level and the differences are niches rather than complete sub-roles in their own right that no other Job can even handle.
That said, it requires effort to do it right, and often results in some things being less "optimal" than others, which means THE COMMUNITY would have to accept that the different Tanks would do different amounts of damage and/or require different amounts of healing and so on depending on the fight.
The problem is as much on the community as it is on the devs, imo.