Quote Originally Posted by Post View Post
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.
Enmity used to be a group responsibility but that was different.
DPS wouldn't use quelling strike and just cry at the tank to put on tank stance. DPS don't get punished and can get away.
Meanwhile on healer side, DPS take damages, they're the one taking the punishment, even more with a damage down. Healers can just throw an oGCD without losing damage, unless it's a death which massively punishes the DPS.

This was basically what was going on during Stormblood, in an organized group, it was good. In a random party, it sucked.

Aurora doesn't generate aggro on pull because SQEX reduced the enmity generated by regen effect such as Regen from WHM.

Quote Originally Posted by Valence View Post
Those days I do wonder what do tank players want out of this game besides dpsing with a pseudo damage/mechanical immunity to be honest..
  • More spread out high damage on tanks, less kitchen sink for a single hit.
  • Auto attacks that actually hurts and requires mitigation.
  • Stop making the boss jump to the middle when I can think for a super cool spot my melee DPS will enjoy. Let me pull that teddy bear to the side of the arena!
  • No more "everyone's mechanic" or "only tank mechanic". Raidwide? Mix it with double tank buster.
  • Double boss fight that requires each tank to take one of the bosses.
  • Tank buster on DPS that requires shielding from tanks/healers.

Tank kit is good (except DRK), now we just need to exploit it.