I honestly just feel that a tank's value is diminished with the 20% contribution nerf. It's not about "just doing damage, go play a DPS class" but the value you get from playing a class. Your worth as x class. I enjoy that now 4 of my skills have gained worth and consideration once more (Defiance, Unchained, Inner Beast, Steel Cyclone) as opposed to before where it was "Deliverance or go home noob"(ironically preached alot by yours truly). But once again, tanking and or healing is really just a mini-game that those roles have to do while actually contributing with damage. Excessive skill at those mini-games mean jack squat unless they mean more DPS.
Big HP numbers means nothing if your HP bar % still moves the same.
Nothing feels as rewarding as knowing you're wanted and your actions play an integral part to the completion of the fight.
This is why OT and/or OH suck onions. An OT can really be summed up as "gimped DPS for forced Tank Swap/Stacking Damage Mechanic/Tethered Adds". With the concept of MT and OT, a tank player is experiencing 100% of his role when he is MT and 50% of his role when he is OT. Nothing feels worse when you're really not worth that much and if and when the opportunity inevitably arises, you will be benched for another DPS. If you're being optimal anyways. You gain the effects of Lower Blows. Now I get how PLDs feel when getting replaced by WAR/DRK.
At the very least with the previous ratios people weren't quick to consider replacing you and I can't believe I'm saying this but, the ill informed wouldn't even consider it since we were "pretty much DPS classes but tankier."
Now I know what you're gonna say, "but Fallen, didn't you see that 7war thordan?!?!?!1111!"
Just because something was viable does not make make it suddenly optimal. By any stretch of the imagination. You gain the effects of Lower Blows. Take PLD+DRK for example.
A raid comp of 7 wars doing a collective of 7k raid dps is not better than your standard optimal setup of war drk healer sch 4 dps doing 8.5k. You literally lost another player's worth of contribution for an excessive safety net.
The moment a BCOB/SCOB(the umbral era of being a tank player) like fight arises wherein there is no Forced Tank Swap/Unmanageable Increased Damage Taken/Tethered adds. Your static is going to turn to your OT and ask if they have a DPS class levelled. Feels like broccoli when you can't play the class you main as. You gain the effects of Lower Blows. Feels like maining a PLD y'know?
Edit: Might be off topic but for what it's worth
What I took from the patch and what I think people should consider rather than just be salty purely because of damage nerf
Pros:
- Vit vs Str garbage is gone. Less stupid shitake mushrooms like "letting fending accessories hit the floor" *vomit*
- Enmity and Tank Stance mean something! Yay new skills! Defiance? OPOPOP (Grit still sucks though)
- Improved Skill floor and Skill ceiling
Cons:
- Diminishing Tank role value
- Nerfs
- Unfortunate Warrior niche advantages amplified into serious balance problem with the changes. (Enmity out of Tank Stance, RoH and PS vs BB)
In retrospect, excellent DPS players has become more valuable with the lenient DPS checks. So much more bonus DPS.