
Originally Posted by
Duelle
This is where I bring up the feel of the class. It doesn't feel good to know your damage is intentionally tuned to be lower just so that you can increase the damage of 3 people for one hour. Specially in the context of a holy knight with a big hammer that prior to Legion could smash faces with the best of them while also having utility.
Except, you can always place all three on yourself instead, and your dps is only really be hampered proportionately to BoM. BoK and BoW are basically free raid bonuses. That's what I'd like to see from, say, RDM - especially if it had more hybrid a role than a current Retribution Paladin such that it's a decent choice of target for its raid buffs. For instance, imagine if NIN could Goad itself, or if RDM's Refresh was regularly used for an extended burn rotation before cycling through other playstyles, but would technically give back a fair bit more mana (or even %MP) on a Healer instead. Now you have a decision you can make. I mean, Legion Retribution is probably the easiest spec to level in the game unless you're in the habit of mass pulling consistently (in which case, take a tank, probably Prot Paladin for that matter). They're powerful; they just need more ways or reason for a Ret to see the direct gains or more often experience them firsthand in a group setting.
See, stuff like Word of Glory is something I can actually get behind. For one because it didn't intervene with the main role. For two because it was a nice thing to have but no group or raid would expect you to use it (see: the ridiculous complaints some here have about Clemency simply because PLD can't use it all day, every day). For three because it was a tactical choice that has an opportunity cost (since it cost a resource required for other attacks). If utility was designed and treated like Word of Glory, we probably would not have half of the issues currently facing class design ("X class has too much utility, Y class doesn't have enough utility, Z class matters more because of utility, R class has the wrong kind of utility").
This is why I end up a broken record on "shared resources". I also like stuff like WoG.
Only if overall class design is centered on niches. That's something I'm also against because, as made evident with HW's first tier, it causes more trouble than it's worth.
Though in general agreement, just to be thorough... Depending on where you draw the line, everything's kinda niche. If you mean niche in the sense of "anti-magic tank" or "best MT dps tank" then I'm in complete agreement. But "frontloaded" (roll-in / chain pull / prep-pull tanks) or "low passive, high burst miti" (hit and run tanks) can as easily be called niches, and if you go so far as banning / avoiding all that... there's not much distinction left by which to allow for job identity / gameplay.
You'd have to be either incredibly desperate or not all there to implement a fight with entirely avoidable damage. Sure, there's stuff like the new Karazhan chess event that can effectively be soloed as long as you avoid the marks on the ground, except the event is VERY late in the dungeon and you still need a tank for the other 8 bosses.
PotD? Open world? Possible eventually reworked FATEs? I mentioned raid combat separately.
You're not taking the context of what I said into account. What I'm saying is that tank DPS shouldn't be a deciding factor on whether you bring that tank or not. In the greater scheme of things, tank damage is irrelevant because what matters is whether the tank can mitigate the boss' damage and whether the player behind that character knows what they're doing.
And all I'm saying is that a tank is going to be worth X dps, most of it indirect anyways. But if you hamper the range of scaling procedures by which that tank can contribute (sticking him in perma-tank-stance as a matter of principle, rather than through fight difficulty or damage taken undermechanic reworks), you're more likely to hit the point where having a tank at all is non-optimal (
in fights that give that choice). If you still want the tank at that point, despite having a setting that doesn't warrant one, then I fear that changes made just to guarantee that spot will likely worsen gameplay for the other roles.
In a raid or similar environment that already has guaranteed slots, the rest of the raid isn't going to lose out on options because of adjustments to effective tank dps, only the tanks themselves who liked stance-dancing even as MTs. I think killing MT stance-dancing 'just because' would be a loss, and an unnecessary one at that, but I don't think there's anything wrong with retuning to bring out more role gameplay, provided it's careful to avoid oversights or unintended outside changes.
Lastly, I honestly think that the whole tank dps fixation was a result of underpowered competing utilities and the strict dps requirements of Gordias; it's not something that would especially need to be feared in post-Gordias designs, though one could point out that SE could still go much further in making certain utilities' outputs less dependent on gimmicks or failures, and even that SE could have gone further in that direction rather than trying to solve everything with potency changes. /shrug
I'm sure you'll mention that the focus would then be on utility, and you'd be right up until I point out that said utility would likely have to be on long cooldowns so that it follows the rule of being something nice to have without becoming a crutch of any kind. That's another front where things fell apart design-wise (see the complains about how Divine Veil wouldn't be used every time the raid was taking damage, which is as silly as complaining that WHM doesn't have Benediction ready for every time the tank takes heavy damage).
And that's something I really hope will change in time, to have more than just 90+ second abilities to deliver "utility". (I suggested potency-based variable percentile debuffs on the first page, to that effect.) But first off, I don't know if whether by crutch you mean a regularly used or even scheduled part of a fight (DV before X AoE), or as an emergency tool (whose being saved for that time hampers theoretical output, but provides safety... during progression), and secondly I don't know why you wouldn't want to speed the transition between those two sides to any saving tool. Otherwise, you have something that's relevant only due to failings (emergency, rather than scheduled Benediction casts, etc.), and quickly loses its value.
Now, I want to hope that the PLDs requesting so frequent of DVs really just wanted to see more frequently accessible use of the ability, and not *necessarily* greater output over time -- so, a rework. But... I mean, Bene's cooldown was reduced due to similar complaints. It's nothing unique. People, especially single-mains, want their jobs to be stronger and might not consider the context for those changes. I wouldn't call utility as being slated for permanent disappointment just because some people won't be satisfied with what they get despite improvements -- many of those same PLDs were also requesting 380-potency RAs and so forth...
This is such a stretch in logic that it borders on ridiculous. Wanting to make the roles focus on the main reason why they're brought to fights does not mean removing hazards from fights nor punishments to the raid for not following mechanics.
I never said that hazards would be removed from a fight.
I pointed out that if healers and tanks are given nothing else or better to do with their time, then hazards to damage-dealers are mitigated insofar as decisions made to keep pushing or retreat for mechanics, because it you've shifted the point at which it is optimal for DPS to cheese mechanics by alloting healer and tank capabilities more fully to their role. In other words, it could very well make what you'd normally consider "bad play" optimal. This is why I can't understand healers who complain about their dps standing in shit, which they admit to being weak anyways, when they also admit to never casting a single offensive spell (because it's "not their 'role'"); they invited that laziness, where dodging wouldn't cost a single GCD, and where it would, it is optimal at that point to just keep punching while standing in the red. One can't be entirely role-fixated and still complain about bad play, because there's no cross-over between roles at that point -- no common criteria.
And you're right in that mitigation styles should be varied. I wouldn't call for WAR, PLD and DRK to have copies of Rampart. I'd expect PLD to have Rampart, WAR to have a way to match that level of mitigation without having a Rampart clone, and the same goes for DRK along with any future tanks.
Then you may have to accept some degree of niching, and just pray that the player-base doesn't fixate overly on one aspect of a given tank and praise or condemn it accordingly when other, less direct means, could arrive at the same outputs. Because otherwise, it's pretty well just going to be more of the same; probably not as direct of clones as DRK was, but clones nonetheless.
There's a reason why I'd want to tune stuff only in dungeons and raids. Tanks and healers do need to deal decent damage to handle overworld content (FATEs, leves, quests), and they have DPS stances for that. The dynamic I'm aiming for is that tanks and healers can keep their DPS stances to go pew pew when not in groups, but in groups tanks should be in their tank stances (unless the tank is designed to swap stances to actually function; see the WAR part of this
post) and healers should be hard-pressed to go into cleric stance unless the group they're in notably outgears the content.
Then just consider what you're willing to lose as well. Should dps still be able to take and hold mobs in A4S, for instance? If so, you're going to have be careful to affect only boss damage (which is going to pressure tanks directly a bit more than it's going to increase general healing requirements) or will need to include that added damage through certain undermechanics that still allow dps to function in whatever crossover capacities you'd still allow, albeit with added healing done over time.
This assumes that there's no way to have a tank that can match the mitigation of a turtle tank without
actually being a turtle tank.
Going back to WoW, my prot warrior can consume resources to provide damage mitigation for themselves. Prot paladins have Shield of the Righteous and their self heal (that heals you for 30% of your missing health). Death Knights mitigate damage via their superior parries, HP drains+damage absorb shields from Death Strike and generating Bone Shield stacks. Outside of tanks with seriously flawed mitigation designs (like the poor Brewmasters), the tanks offer similar levels of mitigation despite prot warriors being arguably the turtle tank. That's an approach I'd like to see more of here, so that when we get Beastmaster or Dancer or Mystic Knight added to the tank roster, they can offer matching mitigation without having abilities copied from PLD, WAR or DRK.
I got the example, and I do have 110s of most tanks so I see where you're going with it. But one thing to keep in mind is that all WoW tanks have a relative spectrum of personal vs. reactive scaling. Take Prot Warrior, for example, from its active rage generation nerfs to their reversion to Ignore Pain's 33% mitigation nerf. In a fight like Ursoc, where Ignore Pain could regularly out-heal (at least on Recount, not sure about Skada) main healers if taking Rend into Overpower (so, the majority of tank damage), Shield Slam rage (personally-based resource generation) is nearly irrelevant because you're funnelled so much from damage taken (reactively based, or 'scaled' resource generation). On the other hand, being dependent on scaled resource generation means you have to take a sizeable amount of damage (beyond Shield Block; you'd need 30+ rage for a non-Vengeanced IP) to afford to start mitigating it. As such, Prot Warrs have bounced back and forth from being perceived as 'getting squishier' in dungeon content (where they'd been slower to mitigate than others) to raid content (where their massive IPs have finally been nerfed). The same spectrum occurs with pure-percentile mitigation Prot PLDs (apart from LotP / HotP) on one end and Vengeance Demon Hunter self-healing on the other. Certain tools will break expectations in this regard but generally the more personally-resourced the tank is, the better it is for running content it overgears, and worse for content for which its undergeared (generally by a smaller offset than the prior).
Something like: Prot PLD > Prot WAR > Brewmaster > Guardian > Blood > Vengeance
Compare that to what niches you don't mind, and which you do. Personally I see Prot Warrior as no more the turtle tank than most any other (can't compare vs. Brewmaster cus... no idea where it was supposed to go anyways - roll around for orbs while purposely playing at low HP... in a raid?); to me they're just a tank whose offensive boost (FR, like Maim) used to be obligatorily tied to its defensive boosts, has frequent obligatory APM, swift reliable AoE, high mobility, etc., and some pretty enjoyable window play. Aesthetically though... sure, especially if we were to ever actually hold our shield out in front during shield block. And I do love that it's not significantly any better or worse at that than the less "turtle-ish" tanks. But, by that same token, they're all equally turtle-tanks, in so far as actual output.
I'd also be cool with there being a tank that has less mitigation and more... whatever else, so long as there is division of duty enough to allow it in multi-tank raids, alt gearing is easy enough to make it a choice easily swapped to and from (as in XIV, among tanks, for the most part), and other tanks can still be relevant in outgeared content by way of allowing other roles to bring out more output.That's why I brought that up. I still see that variance... given enough time and enough tanks added, as viable, if fights should allow. Granted, you may need double-shielders or whatever in order to support that tank, or a damage-debuffing dps, whatever. But as long as it's still viable, then you can have output variety too.