Quote Originally Posted by Payadopa View Post
Aggro management. Suddenly tanks and healers would have something to do. The game was built with that in mind and oh boy does it show when you remove that core aspect. Pressing AoE #1 followed by AoE #2 is below basic.
aggro management is only useful in the context of multiple targets. In single target or striking dummy bosses it loses all relevance, especially when boss autos no longer cleave despite their animation saying otherwise. Even then adds that just spawn to be burned down is redundant unless they interact with mechanics.

Using P10S as an example, if there was an adds spawn prior to HH where you had to line up adds so when they die they create a barrier between you and the boss reducing damage, but also had to space them out so that when they do get hit by HH their aoe will not hit you or the other add placements and adds all hit like trucks. If you want an actual example in game A9S is literally what I just described.

Regardless aggro in this game is sadly relegated to auto since tank enmity is so high and the risk vs reward aspect of the game has been stripped entirely so in the current game, tank aggro is just a partner swap at best and a "forgot tank stance on" at worst.