I want to return to this point in particular, especially the enmity management portion.
I've thought on and off extensively over this particular point of discussion, and nothing I could possibly come up with would help tanking as an entire role that wouldn't be considered either streamlining or bad, seemingly pointless homogenization that would mostly be used in dungeons, rendering it niche and just overall not helping tanks mechanically.
Henceforth, I return to and look to the enmity management. No, this doesn't mean make it a hindrance and reliant on the entire party's cooperation. I have spoken about this method before, but this would be personal enmity management. I still refer to this as possibly one of the better and easier things to implement as enmity is baked into the game.
So, this is how it would work:
1) The simple modifications first
- Tank Stance is changed to already be baked in. No turning it on, no worrying about having to reapply it after being synced down. You just get it naturally.
- Our former DPS stances make a return. GNB is given it's own variant as it was added when they were "removed".
2) How it actually functions. You may be able to see where I'm going with this from the prior changes
- Enmity Generation is about 25-50% of what it is now.
- Activating dps stance reduces your enmity generation to that of our generation without tank stance on currently.
- We get our Enmity Combo finishers back. However, they are NOT a seperate action.
- The dps combo finisher gets roughly 30-60 higher potency than the enmity combo. This does NOT mean the enmity combo has the same potency as our current 1-2-3 combo does. It means it's lower.
- The enmity combo finisher is what we have without DPS stance on. It gives bonus enmity, obviously.
PLD -> Rage of Halone
WAR -> Butcher's Block
DRK -> Power Slash
GNB -> ???- With DPS stance on, we have our current combo finishers. These finishers Replace the Enmity combo finisher upon activating DPS stance. this is to prevent attempts of staying in dps stance for an entire fight, if being relegated to attempting to hold aggro off of pure dps wasn't dissuasive enough.
PLD -> Royal Authority
WAR -> Storm's Path
DRK -> Souleater
GNB -> Solid Barrel
This, I feel, leaves a comfortable skill floor, as you can just stay in tank stance if you so want to, with a high skill ceiling for people who want to go for that extra. As there could be optimizations as main tanking with provoke during dps stance. You aren't using say, just one Power Slash and holding aggro reliably for that higher dps gain during DPS stance. The enmity management is also solely on the tank themselves, not everyone else needing chip in and use diversion/lucid at the start of a pull or otherwise.
It could also be said that dps stance should have a cooldown to prevent just using one enmity combo then hitting Darkside for example, but I'm on the fence about that in particular.