Hence, why I have been saying from the get go. SAVAGE/ULTIMATE IS HOW THEY BALANCE JOBS. Not the other way around. If they change something like Bloodwhetting for dungeons to be weaker...then WAR will be at a disadvantage in savage/ultimate. Which in turn with the logic of this thread....just nerf all the tanks to WAR's level...*wipe hands* there done. Now all the tanks are at a disadvantage....
Oh but Shake is to strong...better lower that too...once again...WAR is at a disadvantage. Community of WAR tanks now in an uproar...dev team nerfs the other tanks to keep the tanks balanced again...because WAR is to strong.
Now the community is happy. WAR isn't a god in dungeons anymore....and it isn't used in savage at all because it's the worst of all the tanks. It can do damage...but can't stay alive.
Yeah...that seems smart.
I agree with you that if this is going to be "fixed" then they need look at it with fresh eyes.
My opinion start with the content itself, that would be the least depressing route as NOBODY likes nerfs. Because I guarantee you in 6 months time...it will be reverted back to the way it was due to community outcry and not understanding what they are asking at the time by just nerfing the tanks.
But the current state of the tanks....is perfectly fine within savage. Because they are tuned for savage. Dungeons....if that's your thing to just only run them....yeah it must be pretty boring...but I would argue they are boring on ANY job....so I don't know what to tell you.