I'm curious about current player motivations for wanting to tank. What originally drew me to the role many years ago was that it felt high-stakes and was player skill dependent. You had the core elements of DPS gameplay, but you also needed to have good fight knowledge, cooldown timing, positioning, on top having the situational awareness to be able to reverse potential wipes. You needed to be versatile, perceptive, and flexible.
The current iteration of self-healing tanks with an overabundance of defensive cooldowns in the current climate of self-positioning bosses feels like it's aimed at the sort of player who wants to play melee DPS but lacks the mechanical skill to do so, and needs their personal defensives to survive multiple vuln stacks from unenforced errors. I understand that I'm probably not the target audience anymore, but I just don't know how anyone finds the current design direction satisfying. It feels like you don't need a 'good tank', you just need a tank. Don't people normally pick support roles because they have a degree of pride in their work?
I will say that as long as I've played this game, DPS has progressively gained impact with every expansion, while supports have progressively lost it. It's nice to feel invincible, but tanks do, what, 60% of a DPS job nowadays? It's great that the role is powerful in dungeons, but that survivability feels meaningless in any fight with an enrage. You're basically playing in spectator mode so that you can practice mechanics without dying, while the DPS do the real thing alongside you. It feels like they've removed all the tanking skill checks in the interests in creating a role on training wheels for players to get comfortable in content, without having to worry about failing mechanics.
It just seems so strange that people are defending this design direction. Does this not bother you at all? Or has everyone who liked the perception of tanks as a high-stakes role long since left?


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