Quote Originally Posted by Elrin View Post
The point of the system is so that the game knows which target an enemy should be attacking. Managing that system isn't fun for a lot of people, though. That's why some MMOs, WoW being the primary example, have moved away from threat/aggro being a fundamental part of tanking and instead give tanks more control over their own survival.

In WoW, tanks' focus is on generating resources to allow them to use their primary defensive abilities. For example, warriors use Shield Slam and Revenge to generate rage, and spend rage to activate their Shield Block or Shield Barrier abilities, which reduce the damage they take. This makes their survival more dependent on their own actions in combat (rather than the stats on their gear, or the actions of their teammates) and to generally play more like DPS does, which a lot of people find more fun.
This is what I was talking about. The point is this thread is how to get more people tanking. Kitru's idealism prevents more people from tanking. Threat management is one of the out of date concepts that needs to go.

TERA had something similar. They have a resolve resource that allows them to block and hold the block for as long as resolve lasts. You use your other skills to build resolve. They have combos and skills that only activate after another skill is used. The combat in TERA cannot be beat. I really hope other games use it. Also, TERA tanks have a skill "challenging shout" that gets all mobs to attack you in a large circle in front of you and adds a good amount of threat to keep you on top.