
Originally Posted by
Shurrikhan
Again, that's implementation, not system concept.
Then that wouldn't be the most varied or amazing implementation available. If it does not live up to the potential available to the concept, it is not the best available. It's very simple.
That your sword broke on the first strike makes it a poorly-made sword, not that all swords are poorly made.
No; again, it's a bad choice of what to uniquely bind into that system, not an issue of the system itself.
Each tank could have as easily, from a system perspective, had their own version of a snap-enmity tool with unique advantages and disadvantages, each gained at level 22 (just as they already had in 1.2, where each was gained at level 14 but the tank with a toolkit that lent itself to AoE-pulling mobs had a tool which was weaker and AoE and the one that preferred to chain-kill single mobs at a time had a stronger but single-target one). The only controversial point necessary to the system is that players leveling their second tank could have taken their rewards from the previous and applied them at an earlier level if allowed by the "affinity level" tied to the skill or in situational replacement of their native tool (if caused to share a cooldown with their native version, which would usually make it an inferior choice to other cross-class skills if one had more skills at the time than slots available).
True, that didn't happen; the iteration was poor. But that is due to an oversight: they underestimated player dependence upon a threat-matching skill having come from 1.x, where there were no tank stances to absorb relative potency and tank pairs had to manage their threat through other means, including flat enmity CDs (Marauder's Provoke and, formerly, Barbaric Yalp and Gladiator's Flash and War Drums), flat enmity-shuffles (old GLA), and effects tied into mitigation CDs (GLA's Rampart and Sentinel). It is not a systemic issue.