
Originally Posted by
loreleidiangelo
Fixing healers is kinda easy - nerf healing potencies, up healing requirements, possibly do something about how brutally effective their DPS is while in Cleric Stance, boom. But how would you "make tanks tank", exactly? Looking at the design of something like a PLD, which relies heavily on cooldowns, if you simply make things hit super hard so that a tank always needs to have CDs up to soak damage...well, it'll work well at making WARs tank, because they'll be using Inner Beast instead of Fell Cleave (I don't play DRK so not sure how they'd be affected), but how would PLD handle that same scenario? They don't really have a "spammable" cooldown outside of Shelltron, which is 30 seconds and...not super great, tbh, because of how parry works in this game. (It also doesn't affect magic damage, so rip pretty much every major raid boss ability in the game.)
And how exactly would you make offtanks "tank more" instead of sitting in DPS stance? Endless dual bosses a la T1? Constant add waves to manage? There's only so much you can do to try to regulate how much damage tanks do...even WoW, which IMO has a lot better trinity balance still doesn't really find ways to make off tanks do a whole lot outside of swaps and adds.
Sorry if I seem like I'm attacking you, since I actually agree that the slow distillation of the trinity into "who can deeps moar" also bugs me, but I've struggled to find a solution for tanking woes for some time now that would work outside of a straight tank re-design. Things like, dropping fire n' forget tank stances in favor of making those same effects be maintenance buffs that tanks have to use certain combos to keep up, etc, to make them feel more like they're tanking and less like they're DPSing. And I don't really know how well that would translate here, all things considered.