Quote Originally Posted by Quor View Post
...All of these 2% damage increase debuffs would stack with one another, but never more than two separate instances at a time. This means you could run any combination of two tanks, but only up to two tanks and reap the full benefit from the debuffs. Three tanks (or more in the case of big stuff like hunts or FATE's) would still get the personal benefit from their debuffs, but the damage increase would be capped at 4% regardless of how many debuffs were placed on the mob.
Okay, but... how does this make tanking, or dealing damage as a tank, less shallow by any noticeable margin? 2 extra buttons per tank just to offer 2% more damage in the form of another one-size-fits-all homogeneous off-combo that will likely end up feeling more like a maintenance grind than anything fitting the individual tank job? That seems... gimmicky at best. And why make that damage benefit unable to switch targets except once per 30 seconds?

All in all, it just seems an unnecessarily bloated and inefficient direction to go in for additional depth.

Now, maybe that's all we're ever going to be allowed, since in all likelihood each further expansion will cut another third of whatever differentiates our tanks outside of flavor text and animations, in which case... I guess it's as good as anything else, because tanking is a hallow mockery of its potential anyways??? But, short of that, couldn't we at least start by focusing on the just obviously lackluster skills of each kit and work from those towards trying to deepen active mitigation across the board and offering a bit more depth in damage-dealing via core systems to the tanks that suffer most from their lobotomies?
DRK and WAR actually probably have some of the better unique mitigation interactions, but their damage dealing could really use a little more to concern oneself with in short-term play. DRK has decent nuance when banking around raid buffs but very few macrorotational checks of its own (and each of those passable through very basic habits), while WAR's gauge has ignored virtually any and all of its potential for complexity. That's not to say there isn't plenty to improve upon in the other kits, but we can't stick to the false narrative of "Any meaningful difference whatsoever in how tanks perform the same task will lead to rampant balancing issues." We should expect more from the devs than that false ultimatum / excuse.