I have felt the game has begun to be to no longer be a challenge outside of extreme/savage/ultimate. A lot of the difficulty can be fixed with better dungeon/mob design mechanics and making bosses much more volatile. I rarely die in dungeons as a tank, but I would really love it if the dev's would make dungeons MUCH harder other then "sprout incompetence". Fine tune the mechanics.
Having said that.
Given the information about the "stat squish" and Yoshi-P's example during the endwalkers press event. Tanks will probably see a huge benefit to the reduced damage, HP, and all stats.
Yoshi-P's example: "I'm a level 80 Blackmage with 530 ilevel and I cast Fire IV, that is non crit and non DH. It will do around 50k damage. After the stat adjustment it will do around 10k damage, roughly 80% less then current values."
Skills I worry about are ones that scale with Max HP, Life Steal on attack, and attack power based skills.
Will Nascent Flash no longer be the go to for my meat blender WAR if i'm only getting 10k HP per hit?
Will The Blackest Night no longer be the best skill in the game for damage mitigation if I only have 30-40k max HP?
Now this could also mean that enemy HP will also adjusted downwards. Basically making it a wash when defeating enemies and mitigating damage.
But if SE was clever and actually made mobs/bosses hit HARDER? This could potentially "fix" this whole DPS is everything mentality.
Tanks need to mitigate better, Healers need to heal more, and DPS need to well...just DPS, but the emphasis will fall squarely on the DPS killing the mob's as the tank and heals will eventually run out of resources and are naturally gimp in the DPS department. Everyone will fill out there roll, but can't survive without the other.
We could get to the point where Tank can't live without heals and DPS. Heals can't live without tanks and DPS. And DPS can't live without tank and heals. Might even be able to keep those enrage timers, tank busters, and healer targeted mechanics, but the ramp up the difficulty.