Quote Originally Posted by Cabalabob View Post
Something you’ve gotta keep in mind is the balance issues this would cause for other jobs.

If you start making monsters hit absurdly hard, what does that mean for dps/healers getting hit? If the tank dies, does the monster then proceed to run around 1 shotting everyone else while the tank is revived? If it’s hitting so hard that it requires tank stance, keeping in mind tanks already have higher hp and defence/m.defence, no one else will stand a chance.
It would not cause any issues whatsoever. Sure, a DPS or healer getting hit by a tank mechanic would get pounded into mulch, but they aren't supposed to get hit by those in the first place. Obviously, the massive damage buffs should only be applied to mechanics exclusively aimed at tanks, like auto attacks, tank busters and tank debuffs
And if nothing else, buffing the damage done by enemy auto attacks would teach ninja-pulling DPS some humility

Same goes for healing to a lesser extent. If you make the heals weaker, it’s not just the tank that’s going to require more GCD healing, the rest of the party will too. Both monsters hitting harder and heals being weaker combined? Stress on the healers would skyrocket and fights would become basically unrecoverable if the tank dies.
Heals shouldn't be made weaker. Damage overall should simply increase, so healers are forced to engage in actually healing for the majority of the fight.

I agree with this. They could make tanking far more interesting if they made it so that our mitigation and our damage dealing are one and the same.

We already see this in certain aspects of the tanks. Vengeance adds mitigation while also dealing more damage. Thrill of battle buffs upheaval. Blocking with sheltron or bulwark gives you shield swipes.

If they doubled down on this duality they could make tanks more actively use their mitigation so that they can achieve their maximum dps. And this would also help with killing off tank stance. Something I’ve noticed is a lot of newer players will sit in tank stance and not use any mitigation, which basically equals the same as a tank without tank stance that does use mitigation, only the former is contributing far less to the party. I’d much rather see players learning to use their skills properly than relying on tank stance to do the work for them.
IMO, active mitigation is the best possible way to handle tanking in an MMO. If you play well, you take vastly reduced damage, and if you mess up, the boss rips you to pieces. It makes tanking infinitely more engaging than playing the undertuned DPS jobs we have masquerading as tanks right now