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Enmity being a group responsibility is precisely why I disliked its removal. It's similar to healing and mitigation being mostly a healer responsibility until healers began to be stripped of these tools in StB in favor of giving them to the rest of the party, but in reverse.

It's like how healer personal DPS performance suffers for group members' mistakes. Why shouldn't tank's? They're both support jobs. Why is tank allowed to have immunity from a party or encounter mechanic affecting their performance to the degree that they remove any say in it from all other roles?

Isn't Ex1's tankbuster more fun? It's a mechanic the whole team has to consider. Enmity didn't always fully measure up to that, but it caused e.g. tank mechanics to matter more to the party than they tended to from ShB onwards.

The overall effect on Enmity changes in my eyes is that tanks don't even pay attention to it. The 2nd and 3rd tank will not provoke if the main one dies until several DPS die, and those same DPS used to be able to drop their own threat to protect themselves at least now have less agency in their survival.

And for some reason, I can't generate aggro with Aurora on dungeon pulls anymore because ShB tank stances and super Provoke weren't enough for some players? I don't even know that anyone was asking for HoTs to generate 0 enmity, but here we are.
If it were only the tank personal damage suffers from the group performance, it isn't too bad; the problem is that the group could easily suffer from the tank being bad and refuse to switch between stances "because of damage stance deals bigger numbers".
Tanks' damage stances being removed is similar to how they attempted to fix Cleric Stance on healers and gave up, if you want tank mechanics, please consider asking for smaller target circles, more freedom for tanks to position bosses and leave enmity alone.