I'm torn on the issue of tank combo complexity. On the one hand, I get it, more complex means more potential for fun via a higher skill ceiling. But the problem with this is that people (rightly) believe that a more complex, complicated rotation should yield commensurate reward. After all, if something takes more work to do correctly, it should be more rewarding when it's pulled off.
This creates a major problem however, as it clearly differentiates one job from another, and this results in major balance problems. After all, if a job is more complex to play, then it should reward such proper complex execution somehow. With tanks we're limited to damage mitigating and damage dealing as rewards for proper kit execution. A good example that balances this would be TBN for DRK; you get the direct reward of absorbed damage plus Dark Arts buff, plus the indirect reward of healers needing less GCD's to heal someone, thus contributing more damage to the group overall. DRK, for compensation, is on the lower end of the damage dealt by tanks along with the simplest basic combo. Thus, the meta-challenge with DRK is less about rotation optimization (this is still important to do correctly, just the skill ceiling is fairly low) and more about mitigation optimization via TBN to free up healer GCD's.
Which is great. It gives DRK a unique flavor, and when I'm on DRK I have a drastically different mindset then when I'm on, say, GNB. GNB's big challenge is less about watching over the raid like Batman with a big ass sword and more about fitting as much explosive damage into their No Mercy window as possible, with a healthy side of double-weaving because RIP AND TEAR. It's rotational complexity is arguably the highest of all the tanks, and it gets commensurate DPS reward as a result. PLD also has greater rotational complexity, with two damage phases and a pair of DoT's to manage in place of carefully-timed double-weaves and GCD-to-GCD resource management.
Anyway, to wrap this up, the balance we have between the tanks right now is pretty spot on. No one tank is so far ahead or behind that you end up invalidating one or more of the others. Thus, any little change could potentially throw something out of whack. I've been thinking of ways to potentially address the SE-during-AoE issue, but everything just ends up with WAR and DRK being even more similar than they are now. If you put it on an oGCD then that's just like darkside buff for DRK, and if you keep it as a combo then you still run into the issue of having the "speed bump" of applying SE via the combo before engaging in your normal aoe rotation. If anything, just give WAR a passive that activates when fighting 3+ mobs at the same time. This would give WAR +10% damage and won't stack with SE. Have the timer constantly refresh to maximum until less than 3 mobs are present (game reads as "has the most aggro with") at which point it begins to tick down normally. SE is still required for 1 and 2 target fights, WAR gets their damage buff normally, and on pulls of 3+ where the WAR has aggro on at least 3 of those mobs (like 4-man's) then the buff triggers and it's basically SE minus the speed bump.



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