Quote Originally Posted by Kalise View Post
For example, some people don't like how silly it seems when a boss is focusing on the Tank while a big clump of squishy DPS and Healers are stood a few feet away being totally ignored.
This can be overcome with mechanics where bosses will try and attack DPS players (Such as the oft used random target unavoidable attacks) and then have the Tank actively work to prevent that by standing in their way (Think like in Cinder Drift when a player catches a comet and is standing between it and the floor), pushing them back or even chaining them down to literally prevent the boss from moving over to said DPS player.
I've had the same thought. The way enmity currently works feels kind of dull and it gets odd when you think about it too much. Tanks in my mind should be about shutting down the enemy's ability to attack the rest of the party. Stuns, silences, binds, etc. It would differentiate the tank role and I feel that it makes more sense than what we have now.

Something similar could be done with healers. With healing being a requirement for survival as it is now, the pain of having a bad healer in combination with unavoidable damage is something that I'm sure many people are familiar with. The healing required for survival could be taken from healers and given to all classes natively, but then heals could focus on boosting party defense to allow DPS to play in a way that is more risky. As an example a healer might temporarily increase a party member's max HP, which would allow that party member to tank an AoE hit to get in additional DPS. In effect healers would contribute to how high a of a DPS ceiling a party can achieve rather than focusing on just barely keeping the party alive and because of that healing would no longer be something to minimize. You'd want to maximize your buffing/shielding of party members so that they could play at their best.