Well, with abilities like Diversion, Lucid, and Shadewalker being as powerful as they are, without reducing the damage output of anyone involved, it's honestly difficult to argue that aggro is the tank's job. Yes they're the one that should be holding it, but they have remarkably little they can do for gaining or managing it on their own without destroying their own damage output. Meanwhile everyone else, and I mean literally everyone else including the tank that's not actually tanking at a given moment, has ways to reduce their own aggro and/or give aggro to the main tank nd none of this has any negative impact on damage at all and in fact in some cases has an indirect positive impact (Tactician/Refresh/Lucid). Given all this, why on gods green earth should managing hate be the active tank's job. You're literally asking them to sacrifice a significant part of their contribution all you so can avoid hitting a button.
As for why it's the case only now? Well once upon a time Shadewalker and Shirk didn't exist, Lucid only existed on a single job, Diversion was only available to three, had a much shorter duration, smaller reduction, and a much longer cooldown. Non-tanks could only do so much to manage their aggro on their own so longer tank stance uptime and more enmity combos (which were much less effectual at gathering hate back then) were simply the only option. As for why it changed, a few factors. One is that several raiders would (and still do) lock out jobs or mandatecertain other jobsninjas all in the name of reducing their enmity combo count even by one. Other bad or lazy tanks would yell at DPS to "do less damage" all so they themselves can continue not actually trying. All of this fosters poor play in general so instead of holding back DPS (either by increasing tank stance uptime or by DPS simply not pushing buttons anymore) SE gave people tools to keep up the paintrain without bothering the tank. This is the end result.


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