Quote Originally Posted by Terhix View Post
You will also need to remove Provoke from the game if you want it to work like that, and I'm not sure how you're going to do tank swaps without it and Shirk. I can respect that you have your own idiosyncratic vision for what you'd like the game to be like, but the point ultimately stands: if there is a problem with tanks not having enough to do, which I'm not 100% convinced there is (*), there are other solutions to that problem that don't involve "what if tanking but with DPS loss". Again, WoW doesn't seem to have this problem and it has largely the same principles for tanks, including passively doing less damage than a proper dps class.



The main difference between healing and tanking is that healing is an active thing healers do, while tanking is an entirely passive act of being punched in the face.

*) OT doesn't have enough to do, but that's a content problem and to a lesser degree invuln problem, and making tanking itself more involved doesn't solve that.
Provoke is fine, it just needs to be reverted to its SB form, provoke doesn’t need to put you on the top of the agro list AND generate a massive amount of extra agro, provoke was never a problem it was always shirk because shirk allowed you to generate the other tanks agro, provoke can’t generate any agro. I do believe that the current tanks don’t have enough to do, the MT barely does more than the OT and that’s the same even ignoring invulns, delete invulns and you just kitchen sink, swap other tank kitchen sinks swap back. You can call this a limit in encounter design but encounter design also has to play around the kits of the classes, tanks only have a small set of oGCD mitigations and nothing that is active or can be channeled, damage on the tank that’s not low sustained damage covered by the healer has to be artificially throttled because the tanks have so few options to actually tank. If you did a TB that needs at least a 30% + one other mitigation at absolute max you can do that 4 times a minute if you burn the invuln to cover 1. Tank design is artificially throttling content as much as content limits tank design. So if you bring in other solutions such as deflection, debuff control, interception all of them are built on the fact that the tank has enough defensives to absorb them…….which they don’t. About the only thing you can really bring back here is boss positioning or wildcharge mechanics which is functionally a disguised TB on the tank

As for difference in tanking and healing with one being active that’s kinda why I’m suggesting agro control, the boss shouldn’t just wail on you because you queued as the blue role, you should actually have to do something to maintain the bosses agro, that’s something that WOW (who you are right doesn’t penalise DPS to tank) still retains, you don’t just get to be the tank with 104960269206928510692@69* as much hate as everyone else because you queued as the blue role