Damage and utility should not be the defining elements of tank classes, since that creates incongruities in performance that lead to scenarios not unlike what we're seeing right now. The metagame isn't the only source of the problem; how SE approached tank design is a part of it too.
This said, my own concern would be relative damage between tanks and DPS. That's why I'd be hesitant to buff PLD damage and simply would lower tank emphasis on DPS a bit while making all 3 perform close to each other numberswise. Gameplay choices are attached to this, since by design PLD, WAR and DRK are clearly not meant to be tanking outside of Grit/Defiance/Shield Oath, and I have a feeling part of the issue would go away if you somehow forced all three to full-time their tank stances when main tanking (if I recall, Defiance WAR was pulling slightly ahead of a Shield Oath PLD back in ARR).
The next item would be utility, which is rather sparse on WAR with the exception of how strong Storm's Path is (which I suspect is a reason for WAR being guaranteed a raid spot). This is where you need to homogenize a bit. Either make Halone and Delirium provide the same effect, or make Storm's Path a buff that only affects the WAR.



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