Prefacing by saying due to congestion and DDoS attacks, I haven't logged onto the game since before maintenance last night. However, as the patch notes said nothing about Tenacity, I'm to assume that there have been no adjustments to Tenacity.
So seen in the Patch 4.01 Notes and the Patch 4.01 and 4.05 Discussion by Yoshida, it's been noted that tanks are having a problem with enmity (likely due to the shift away from Vit-damage). I am very pleased with the increased enmity to certain moves, but my concern is whether or not that flat increase is going to scale with gear tiers as DPS continue to grow as well. Yoshida noted the problem with tanks using i270 STR accessories and how that gives too little HP to tanks, but also said they weren't looking into changing back to Vit-based damage like people are asking because it would somehow "inflate HP" (Even though all tank gear is already capped for Vitality???)
I'd be fine with no Vit-damage if our new "tank" stat (Tenacity) actually worked. Even with actual all-tank gear, I feel like absolute paper in new content (and even some older 60 content). It's not even a matter of our self-sustain being nerfed with Bloodbath going away (R.I.P.), it's a matter of feeling like everything actually hits me way harder than it used to. My darling pocket healer is struggling to keep up, even on his OP AST. This has lead me to believe that Tenacity isn't working like they planned for it to, despite content still hitting us like they planned for tenacity to work.
I'm not certain about off-site linking rules, but I've seen threads where numbers were run on Tenacity, and I've run a few numbers myself (manual input), and so far I'm not seeing any significant change to damage given, damage received, or HP recovery via healing received. I've only seen through a few people that supposedly it takes 1000 Tenacity to see a single point of difference in defense/magic defense, which is absolutely ridiculous! With no gear other than my 70 Artifact Weapon, I have 364 Tenacity. With all my Artifact Gear and an assortment of 65+ tank accessories I have 919 Tenacity. Am I really supposed to hit full 70 gear before I see any (minuscule) difference to this overall tank stat?
And inb4 "this it what it feels like to be at gear-level for content," that's not how dungeon gear works. When I run The Vault or The Aery, my gear is capped. In leveling content there is a much smaller gap between minimum gear allowed and maximum gear allowed. My healer and I are able to manage with each single pull at a time, but we've been tanking/healing together for well over a year now. How are new people supposed to access tank/healer roles if simple leveling content is going to be so punishing once they hit SB, especially if they've used a jump potion? Is this really how it's supposed to be for Tanks (and vicariously for Healers) now? This doesn't really flow well with the new updates supposedly having the intent to make the game more accessible for new players.
What's more, I haven't seen a word said on Tenacity so far by anyone official and it's concerning me. They recognize tank issues like enmity, but if this isn't how Tenacity is supposed to be [read: useless], then how come nothing has been said about it?
tldr: Tanks feel like paper even when gear capped. Tenacity doesn't seem to make much of a difference to anything the help-text says it modifies. No word has been said on tenacity despite SE noting that there's an issue with tanks right now, at least for enmity.
Square, is this how Tenacity is supposed to be??? Why have it apply to the three most important parts of being a tank if it's not actually going to make a difference?? If experienced tanks and healers are having trouble in leveling content, how are new players supposed to access these already underpopulated roles?
Edit: I've since read that Tenacity isn't 1000 points to 1% but is 1000 points to 5%, but friends, for a stat that's supposed to effect overall tanking, that's not really much better. There's a reason it's being widely called a garbage stat.