Interesting, I could not disagree more. Yes, you describe why the short-mits ended up the way they are now. It's certainly easier to homogenize like hell, in particular with these constantly-used effects, and also automate as much as possible. Basically ensure that players have a ton of their power shoved into a 25s CD that's very difficult to mis-use, ensuring the devs can balance the boss fights statically ignoring which specific tank(s) will be present and also can just chuck whatever they want at the tanks.
But when you for example say "But it doesn't affect DoTs!"... yes, good. I main Paladin, that'd be a good thing. So Paladin is not as good at tanking against DoT-centric enemies than other tanks, awesome. Give me something to make up for it that makes me better in some other fihgts, all awesome. Class differentation and specialization, now we're talking!
But ignoring that for a second, I don't really want to see mitigation nerfed, rather I want the individual effects to be more "pure". I don't mind things being very strong and on short CDs, so long as they're singular effect. The endless tooltips of the short CDs kinda hints at the fact they're mis-used by the devs to homogenize, at they need this litany of extra effects to ensure their overall power is always reliably the same in all situations and they provide the same relative value independent of which tanks are present. I would want blocking on a Paladin to be very strong. In return, it's essentially all they do for defense! That's cool, that's more unique. Say in turn Gunbreaker has lots of HP-triggered effects, even if overall they more or less balance out, they'd feel very different to play. Compare other MMOs where some tanks are more hardy baseline, some are better against magic damage, others are more based on actively dodging, or self-healing, or whatever.
Also passive endurance is already too low as is, because recovery and mitigation are this high and damage intake also is. Tanks die too quickly, but they also heal too quickly and can mitigate too much. That's why the game is so unbalanced, because the devs didn't check how this worked/works in other MMOs that have tanking roles. Tanks are supposed to love long but also be non-trivial to recover. They don't just randomly keel over, it takes a while to bring one down. But once one is low, it'd be a time- and mana-sink to get them back up, so better be pro-active about it. But like you say that's part of a way larger deal than just one group of tank CDs, as that'd require an all-over change of the entire combat system to balance better.


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