- Make tanking stances buff your Tenacity stat, maybe double what you have?
- Remove damage penalty of tanking stances, and give dps stances an enmity reduction
- Lock damage reduction cooldowns behind the tanking stances
- Lock all enhanced enmity effects of all skills and abilities behind tanking stances
- Give tanking stances a stacking damage reflection that scales on Tenacity
- Give tanking stances an aura that improves party member stats: PLD aura +x% determination, WAR aura +y% crit rate, DRK aura +z% direct hit
I don't know. It seems that the devs
want there to exist some sort of trade-off and define that as the "skill" of a tank player; i.e. knowing when to use what stance makes you more effective. Hence the damage penalty and how the damage reduction cooldowns are mostly not locked behind the tanking stances.
Honestly I don't like the current design, but it seems to be a theme with tanks and healers. Healers need to balance between dps and healing, and tanks need to balance between dps and survivability. The problem with tanks is that they can't seem to decide how fluid they want the transitions, and that influences the encounter design, and we end up with the bullshit that "
good tanks spend the minimal amount of time in the tanking stance"---put in another way, there's no trade-off between dps and survivability in the vast majority of the time, because surviability isn't a problem.
I would be interested to main tank again if tank stance changes can be more meaningful and more fluid, or removed altogether.