Quote Originally Posted by Zairava View Post
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.
This is the primary reason they removed enmity management in the first place. Nervous and inexperienced tanks wouldn't touch their DPS stance, thus dealing significantly less damage for no discernable benefit. Even with your suggested aggro generation thresholds, you'd still tank almost exclusively in your DPS stance because 25-50% higher than everyone else adds up quickly. Not to mention, Provoke + Shirk would allow tank to walk that line even longer. The end result is a return to the old days which very few players found engaging. Enmity simply isn't an interesting mechanic because it's entirely binary. What you're describing isn't really a skill ceiling but more playing correctly and playing incorrectly. Siting in tank stance is objectively wrong because there's no tangible benefit to doing so.

Another issue is the opener, especially nowadays in this burst centric meta the devs have insisted upon. One tank essentially sacrifices massive amounts of DPS because they have to open with their stance. I can all but guarantee PF would be a complete mess with tanks fighting who has to "main tank." Which brings up yet another potential problem. If tanks couldn't simply Provoke and Shirk each other but actually had to turn on stance occasionally, one tank will be essentially taking a giant L for most of the encounter. Take a fight like Hegemone. You can go over half the fight without needing to swap once after the initial Synergy depending on RNG. So now you have a scenario where one tank is having to give up damage because of an arbitrary aggro system that is neither interesting nor rewarding.

At the end of the day, aggro management simply isn't a rewarding system. It actively punishes the player without providing any sort of benefit.