
Originally Posted by
Shurrikhan
Except I'd imagine those two concepts are much more distinct than our three tanks.
I don't want to go into this much, but suffice to say I'm glad Utsusemi tanking doesn't exist here and will likely never darken our doorstep. Trust me, you do not want that garbage messing with balance and design here like it did in FFXI.
Heck, it sounds like one's a meat-shield and the others a kiter, which would have very real scaling differences, differences in how the tank MUST be played, and more.
Grr...okay fine.
Nonsequitur:
The reason they called it blink tanking was because Ninja in FFXI had a skill called Utsusemi that gave them stacks of invulnerability (WHM and RDM had a spell called BLink that did the same thing, except the proc was not guaranteed and the cast time was long). The ability was meant for self-preservation, but players, being players, used it as a way to tank mobs.
So while a PLD or WAR would get their faces bashed in and require lots of constant healing (because exp parties LOVED going after the equivalent of skull-level mobs because said mobs gave 200 exp per kill, ignoring that to kill these mobs it took forever and required you abusing the stat system to get around level correction), a NIN spamming Utsusemi would hold aggro via Provoke + whatever damage they were dealing and require little to no healing at all (a really big deal because not having to wait for healer MP between pulls meant you could kill more mobs without rest).
Players eventually kicked WAR to the curb from tanking (and so did the devs, which is why they later gave it more damage-oriented skills), and decided PLD was a blood tank (took damage), and NIN was a blink tank (took no damage from most attacks, including spells).
The devs eventually got around to tweaking Utsusemi a bit and started giving mobs abilities that stripped all invulnerability stacks, but it was still a broken ability that messed with a LOT of aspects of class design and player dynamics. It was basically as if WoW's devs had never nerfed Reckoning Bomb under the excuse that it made paladins unique or some nonsense.
Putting similar mitigation systems on each under different guises that do not bring out different gameplay
I'm not sure how you're equating pushing a button to reduce damage (PLD), stacking additional effects with on-demand mitigation (WAR), and negating damage while recovering HP (DRK) into similar mitigation systems.
I won't deny that tanks should have common denominators (an invincibility, a strong flat percent mitigation cooldown and the ability to taunt mobs), nor that all tanks should have some baseline mitigation before getting into the gameplay and mechanics of each.
I feel like I get what you mean, but again, I just don't think Drains are going to be the way out, especially not standard ones. Nor refunders/reactive drains.
I wouldn't limit DRK entirely to drains. They'd just be a more noticeable aspect of how they mitigate damage. I mean, comparatively speaking it's not like Death Knights had only Death Strike+Blood Shield to mitigate damage. It was a combination of those mechanics plus Icebound Fortitude, Bone Shield, and inherently superior parries. The same principle would sort of apply here.