Quote Originally Posted by Shurrikhan View Post
Honestly? It depends a lot on how you look at what "aggro" even is / what function it can hold. (By one view, you need to extend its functionality to the point it includes other things as well, while by another, it's just allowing it to influence the targeting of more of a mob's actions.)

Aggro, at minimum, tends to be a value table that assigns a target for auto-attacks. Everything else is potentially already independent of that. Heck, sometimes even the "second auto" on some bosses is independent of the aggro-table, and instead just looks for tanks.

But let's say you make two seemingly tiny tweaks: (A) You replace certain "random-target" attacks/abilities with aggro-influenced attacks (be they of the main or a separate "aggro" table), and (B) you allow the relevant "aggro" this works off of to be reset at particular times, only to count contribution over particular spans of time (e.g., right before the ability) or weight them far higher, etc.

Now, suddenly, a tank may have use for timely intervention to bait mechanics, rather than simply having a maintenance task that uses a fight-long cumulative value. At which point it can at least have potential to become something interesting.
I wouldn't call this a rework, infact, your point A has been done before, one that immediately comes to mind is Lakshmi's cleave which is done on second in enmity (I'm sure there are more recent examples) and your second point is just an enmity check. As it stands now, we generate so much it is going to be meaningless.

If enmity is going to come back in a meaningful way, it would need to be built from the ground up, which is what I assume the poster I quoted was insinuating. I was curious as to what they potentially had in mind.

Quote Originally Posted by SargeTheSeagull View Post
I don't miss it at all. I was a warrior main until late Stormblood. I always found it more confusing and annoying than anything. I don't think aggro is a super interesting mechanic in really any game. That said, it was one more thing to keep in mind and they didn't add anything to occupy tanks when they removed it. I would like something to make tanks feel more like tanks than invincible melee DPS. Maybe more interactivity with defensive kits or something.
There have been many suggestions on these forums as to how tanking can be made more enjoyable/meaningful, I just hope they get listened to, though lets be honest, it isn't likely.