Quote Originally Posted by ADVSS View Post
I have to disagree with you on the button bloat issue. it would be button presses, not bloat. People complaining that tanks get slapped like a wet noodle, having a long cd on a middle length timer wouldnt be any different than having half that cd duration on a shorter timer(or, imagine if it had more than 1 charges). it just would give you more button pushes in between periods where youve burned out all your dps cooldowns and are just spamming 1 2 3 till something pops/fills up. It barely would cause anymore skill gap than we have, except inexperienced players may actually have a chance to use a cd they accidently burnt earlier than when the tb comes along.

You could also argue that stance dancing was more button pushes, but theres a big difference between what im talking about, and going back to stance dancing, which was entirely unnecessary skill playing(make tanking harder to dish out more damage) and not optional at high end at all.
I don’t really see any downside to using what we have seen SE already to accomplish the same goals in less buttons as it stands, as I don’t see SE removing or changing any current tank cooldowns. The primary reason for returning stance dancing is to give players more strategic decisions regarding threat, mitigation, and DPS. It accomplishes those goals without necessarily changing encounter design all that much or requiring more ‘unique’ button presses. However, we do need those types of encounters to actually exist first, but given our current toolkits, I don’t think it would accomplish much that just amping damage frequency wouldn’t accomplish as well. It’s not necessarily hard to implement as Lyte notes, but I don’t see SE doing it, and I’d expect that if they did they’d first add more buttons that can be used on a short CD first just to cover for mistakes they made. And given their lacklustre class design and reluctance to evolve their encounter design, I think Stance Dancing is simply the easier sell.