What I had in mind was more a tank with very little in the way of enmity generatign skills but with, say, a passive -60% damage taken trait (or abilities to that effect). The challenge isn't reducing damage, it's staying ahead of the DPS. This would involve the DPS helping by deliberately reducing their outgoing DPS. This would be hugely problematic in burn phases, which is part of the challenge. This could be made easier by the introduction of:
I Think we're both thinking the same thing, but coming at it from the opposite sides. I believe the design philosophy needs to change so we can have these. You (seem to) believe that these things can't be introduced because the design philosophy will not change.
This doesn't sound like a problem to me. I want there to be instances where classes aren't wanted and instances where they are in high demand. I want this because this is what makes your job feel different.
Same thing. I want them to change their philosophy.
Again, I want them to change it back to how it used to be! No resistance to debuffs, or at least much less of it and only on special mobs.
Agreed, but I have faith in their balancing skills, kinda.
I mean tanks that mitigate damage by blinds, slows, paralyzes, stops. Think Time Mage tank.
I think the ability to drain over your own HP (Think XI DRK's Drain II) for a limited time might do this.
Agreed. The plus side is, I've seen at least three fundamental changes of the global mechanisms in this game (probably up to about 10 depending how picky you are about the definition). So I do still hold out some hope.
Like I mentioned, I think we both have more or less the same viewpoint on these classes (which I was just spitballing, not putting any real thought into). They're interesting in theory, but would require changes to fundamental game rules.
The difference is I want those changes.
To be fair, if someone playing the game can't tell the difference, perhaps they need to be made more different?