^ Sums up my feelings as a former career tank.

Ultimately what I would've preferred is if the mitigation and/or aggro control aspect were developed to be more rewarding than bare necessities required for a completion of a fight.

Essentially, if mitigating well or pushing more aggro would reward skillful play with actually impactful effects were designed into the game, I'd wager that "tanks would tank more". So as an example, if I mitigated a tankbuster with more than 50% HP, I would receive a 20% damage boost or something to that effect.

Make tanking rewarding and perhaps, it may please both the "turtle/defenserealtank camp" and the "mindlessdps/tryhard camp".

Aesthetics are there, but without the numbers to back it up and the horrendous gameplay changes (basically braindead) I frankly, lost my fire to tank. You know something is wrong when you don't even enjoy the leveling up and gaining of new skills of your once main class.