Part of the issue comes when trying to make Tanking "More Accessible" in order to try and alleviate the constant drought of Tanks in Duty Finder queues.
Though, "More Accessible" generally just means "So mind numbingly simple even Billy No-Brains can drool on his keyboard and play it" which isn't what gives a class staying power.
Being fun and interesting is how you keep a population on a class. Not simplicity.
I mean, I've seen countless horribad SAM's. Why? Because the class is cool and interesting, so people play it. They don't play it well, but they play it. Maybe one day they'll figure out how to play it well...
Tanks shouldn't be designed so that they only have to focus on DPS and nothing more. Popping defensive CD's for tankbusters in lieu of popping offensive CD's for when you're ready to burst damage isn't a particularly groundbreaking change of pace...
Tanks should be focused around staying alive and keeping aggro. Not relegated into a point of ignoring Tank stance because the only thing to care about is dropping as many Fell Cleave's into the boss as you can...
While they're at it, they could also improve Tank rotations. So instead of spamming 123 ad infinitum, why not give them procs like you've given most of the DPS classes? Make them based on mitigating damage and all of a sudden mitigation is worth a damn.
Give them more control over Enmity as opposed to just stuffing detaunts into every DPS/Healer's kits?
Heck, you could even make stuff have SYNERGY in their kit, such as having a proc that lets you use an ability that gives a large amount of Enmity, freeing you up to use a more offensive combo for a period of time (Instead of an Enmity/Defensive one)
Or you know... You could continue making them bland and watch how many people don't want to play them because they find them boring... But that's okay, so long as Billy No-Brain can theoretically play the class right?


Reply With Quote







