Quote Originally Posted by KokuRyuha View Post
still...have you ever lost aggro in 2.0? (don't count rare occasion when someone (bardXD) pulls before you can do anything) I think the answer is no. so what changes?
I had the luxury of playing with +1 MNK, SMN, BLM with ilvl50-55 gear, where simply smashing Overpower will get aggro taken from you in a hurry. I continued to gear this way for spiritbonding. Poor execution will result in you losing aggro, and the margin of error was pretty damn small. To claim that enmity was lolnp before and no different now is pretty godsdamned disingenuous.

Quote Originally Posted by OmegaSinX View Post
That's a horrible analogy. Just because square tweaked Defiance and Shield oath doesnt mean everyone will start facerolling Turn 5 Now.
We were talking about enmity, and yes, people are facerolling enmity for everything now. It is an exact analogy. There is no way you can lose aggro without completely failing to touch a mob.

Quote Originally Posted by OmegaSinX View Post
Theres more to End Game Raiding than just holding threat.
Red herring. "But there's other stuff!" doesn't justify trivialization of enmity, just as the existence of PLD would not justify the outright deletion of WAR. Well, unless you're arguing that all tank players are too stupid to deal with enmity while tanking, in which case I question your good sense.

Quote Originally Posted by OmegaSinX View Post
The Changes made it easier for a Tanks who are equally Geared or Outgeared their party members. Still possible to pull threat off of undergeared tank and anything Pre-50.
Enmity is easier while leveling due to the gear sync and early access to high-enmity abilities (whereas DPS are still getting their primary attacks up to level 50), not to mention that it isn't (and never was) possible to pull aggro off a tank pre-50. There is also a base strength modifier unaffected by weapon damage which prevents anything but the most extreme undergearing from being a problem.

Quote Originally Posted by OmegaSinX View Post
If you ask me, the change made tanking more Future Proof, because as the DPS margin continues to grow between tanks and pure DPS, it would become a problem since PLD and WAR both sacrifice % of their Damage. This was a re-evaluation of how fast DPS threat scaled.
That would be a misunderstanding of enmity in general. Potency does not scale differently and primary stats do not scale differently as you level. Tanks will continue to have a large enmity-potency lead, and the primary stats on armors and weapons mean that tanks always have a strength value proportional to DPS.

Quote Originally Posted by AppleGrocer View Post
Good tanks pick up adds quickly and efficiently. Good tanks keep the appropriate buffs/debuffs up at all times.
Except that both of these were beholden to the enmity subgame that was mutilated by 2.1. You needed room to put down enough enmity that you could get Maim up, and if you didn't have enough of a cushion, you'd be chasing after the mobs that decided the DoT-spamming SMN looked tasty while you were smacking something else. If you were collecting adds, you had to build enmity on those adds and gather others at the same time, while those others would immediately head for the healer or other DPS. People view enmity as trivial in 2.0 when they were overgeared with 150 hours of practice grabbing every opponent and putting exactly the right amount of enmity on each to hold it, just like people who talk about how loleasy Twintania is when it was previously thought nearly impossible.

Quote Originally Posted by AppleGrocer View Post
Because DPS and healers scale better than us
Can stop right there, because they don't.

Quote Originally Posted by Leiron View Post
What makes a tank good, is how quickly they pick up adds, interrupts, silences, stuns, knowing the mechanics.
Trololo interrupts, because WAR totally can interrupt more than a DPS. And man, knowing game mechanics, like knowing how to sit in one spot for the entirety of Titan HM and never moving an inch? SO PRO.