Quote Originally Posted by Anahlise_Auhn_Giinslai View Post
there is, simply, a fundamental serious problem with Tanks. why is damage potential and DPS, or the loss of, even a concern.. for TANKS?
there is a fundamental design flaw in this game, and that is: "DPS is more important than aught else, and only damage matters"; Tanks are just tankish DPS, not true tanks, which ruins any attempt at all to design the Tanks as "Tanks", including our Dark Arts problem, because the Tanks need to be tankish damagers, not real Tanks.
every design idea that I think up for Dark Arts, hits this aggravating wall of disapproval, but other players are irritatingly correct, in the sense of any idea has one issue or another with it, because of this aggravating fundamental battle/fights combat design flaw.
I've always been skeptical of the idea of making tanks less about DPS and more about tanking because, at some point, you can optimize everything but damage out of existence in all but the most difficult of content- and even then, sometimes you can. It happened with enmity, and it still happens with healing and gearing. It wouldn't be much of an improvement if, by the time a fight was mostly mapped out and optimized, tanks were still stuck with a boring and unsatisfying rotation (inb4 "make fights more random").

We really don't need perfect or even great solutions that'll tie everything up in a neat little knot, either. I'd personally be completely satisfied if tanks were given more complex and interesting rotations. We're going to bitch and whine no matter what they do anyways because of how consistently the dev team comes just short of getting it right when it comes to job design.