Quote Originally Posted by Bhearil View Post
What options? At this rate tanks are healer are becoming more and more like skins instead of jobs, with a gameplay so dull that makes watching the grass grow more entertaining. You cans see that this expansion took a real hit on healer player numbers and even tanks despite having a new toy have also came back to be on dire demand once again after the honeymoon with gunbreaker ended. At this rate either you like the job "tank" and/or "healer" or you wont no matter how many skins they have, which is already gradually getting harder and harder to like considering how they are gutting the jobs removing every ounce of flavour they have bit by bit on each expansion.

But SE answer that that time and time was to make them more and more brain dead because they think "tanking and healing is too hard so we need to make them more accesible and be clones of each other because its easier to balance that way" garbage instead of making them a bit unique and fun to play. Shiny new animations of the same skill quickly gets old

This is like saying if a barber want to do the same hairstyle to a group of friends he should shave them all bald because that way they wont complain that one's hair is longer than the other....
The tank classes are distinct enough, they have different ways they approach mitigation/sustain and they have different DPS rotations. If you try to turn each class into a fundamentally different concept they just won't be balanced, we'll have the 1 tank class that completely outstrips the rest and it'll be the only class you're allowed to play. People crying to make everything completely different don't seem to understand what that's going to mean.

As for complexity, I wouldn't mind tanks having real, difficult DPS rotations, but enmity management is boring; I'm glad they did away with it. If you want to stare at a list instead of focusing on the fight then play a healer.