Quote Originally Posted by Ultimatecalibur View Post
Only because current boss fight design is based around single hit spike damage every X seconds/minutes rather than constant, growing or even rhythmic damage patterns.

Taking 20% less damage from 1 in every 4 attacks is meaningless when only one attack is important. Parry and Block would be closer to fine if fights were not so reliant on Tank Busters in order to threaten tanks.
So you're suggesting that if we switched to a meta where general tank damage was much higher that people would suddenly prefer inconsistent and spike prone damage intake?

You're wrong and ignorant. We've seen that meta in other MMOs and the test of science and basic reason and logic has resulted in what I said.

Spike damage = bad.
Inconsistent damage intake = bad.

So RNG "blesses" you and you get a string of blocks and parries. Your healers adjust to that degree of damage intake. Then RNG flips on you and you get a string of hits with a couple crits mixed in. Your healers fail to account for the sudden spike in your damage intake and you die. When healing, you cannot adjust your GCD usage based on your tank MAYBE blocking or parrying.

As block and parry currently exist, they're useful in a very specific situation. When tanks are taking a lot of quick and small hits, parry and block are really good. But, that comes back to the idea of consistency. When you take a lot of quick and small hits, parry and block provide a much more consistent decrease in damage intake.