The main issues facing tanks are as follows:
While I don't think that you can lay the blame for this on any specific person, a lot of these issues are self-perpetuated by the community. That's where a lot of the inertia to change comes from. We get too focused on what is currently comfortable or advantageous, and that comes at the cost of improving design or even having fun.
- Self-positioning/self-orientating bosses that return to center and lock themselves in place before every mechanic
- Bosses that don't have damage patterns that sufficiently challenge or place your available defensive resources under stress (i.e. invuln-swap)
- Bosses that generally don't require a second tank outside of being an understudy for when the first one dies
- Erosion of intrinsic tank value (if your tank dies then it's a wipe/if your tank dies then the adds eat your healers)
- Widening gap between raid contributions of true DPS and supports
- Unsatisfying gear progression (Tenacity vs. DH)
- General perception of support gameplay as being lower skill compared to true DPS counterparts
- Large balance discrepancies persisting across multiple expansions that consistently favor certain jobs over others
- Large balance discrepancies in critical role features (invuln recasts - Holmgang, raidwide mitigation - SiO, self-sustain)
- Slow design implementation of solutions/inertia
- Lack of innovation outside of simplified hand-me-downs from true DPS
- Several expansions behind other roles in terms of movement tools
It's worth asking yourself why you would want to currently play a tank over melee. I think the only real drawback to this historically was the fact that tanks had a lot of the really fun job aesthetics (swords). I think if they ever introduce a Mystic Knight/Ivalician-styled Unyielding Blade job into melee, there'd never be a reason to play tank again.
I would strongly recommend swapping out to melee if any of this resonates with you. If the supply of tanks drops sufficiently, then you'll see big changes and the inertia will be overcome. If not, you can enjoy everything that you currently love about tanking while having more appreciation for your skills and more value for effort. And the queue times are still fairly minimal, which makes me suspect that it's going to be the latter rather than the former in the long run.


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