Quote Originally Posted by MoroMurasaki View Post
I admit I don't fully understand the premise but I'll try to paraphrase as best I can and give my thoughts and you can tell me if I am way off base.

Everyone is doing their opening burst and generating 90% of that enmity themselves but then the remaining 10% that would be generated (numbers here purely for example) could be taken by the tanks with some sort of ability and thus a MT would have his own enmity generation and then have 10% of everyone else's as well? Sort of like everyone casting a weak Shadewalker all the time?

I feel like while this might eliminate Diversion as a skill it just puts all the responsibility for enmity management on the tanks which frankly seems like it's letting the rest of the party off easy. Plus I would assume this skill would be a dps loss in some capacity as most enmity generators are which then leaves us with the additional issue of tanks not wanting to take any more enmity than they need to. As a dps that sometimes creeps up aggro tables at the wrong time (and a part time WHM who does so seemingly all the time) I would say this is asking for trouble, specifically with situations where you have less skilled tanks who don't know how to hold threat.

Right now if I actually use Lucid on CD I won't pull off of a tank in single target and I do respectable damage as a RDM, assuming I was able to Diversion for my opener. Leaving that management up to tanks would likely see me tanking a lot more dungeon and normal raid bosses than I would like to.

I don't know. Perhaps I've misunderstood your intent but to me this sounds like something that would make tanks lives harder which isn't what we need, or it would be overturned and trivialize enmity management even more than it already is. I agree enmity as a whole could use a fresh coat of paint but I just don't know if this is that paint, I'd like to continue to see the responsibility shared over the entire party as to mimic the rest of the potential responsibilities like mitigation and dealing damage.
Sorry, I only had about 10 minutes to make all my comments before work and rushed my description there. My idea is still entirely spitball--I only just made it up then and there--but I think that effect (like a passive mass-reverse-Shadewalker), practically speaking, would be about right.

Think of it as some 20% of all non-tank enmity as dormant, latent, inactive. Whenever a tank hits, however, they instead claim that latent enmity up to a total of 25% of their own dealt. Thus, if, say, a tank and another ally were putting out the exact same nominal enmity continuously, the tank's enmity throughput would be 50% higher. (80% vs. 100% + 25% of the 80% --> 80% vs. 120% --> gap of 40% --> 40 is 50% of 80.) This would assume a removal of (enmity-based) "tank stances", though, or else the gap would have to be reduced significantly without said tank stance. These particular numbers are just spitball examples anyways; a more appropriate gap would be around 33%, or would involve applying this mechanic only to enmity skills.

It's poor bandaid fix even then, but I believe something like that would do the job. Diversion's enmity loss (though, to a much reduced degree) should honestly be the default, with the ability being replaced instead with a situational to massively enhance enmity generation. That would allow you to kite or redirect mobs, even when working with tanks, all while giving tanks a larger enmity pool to work with.

That said, in regards to the disproportionate and weirdly tiered Attack Power growth over ilvl, specifically... personally, I'd rather see tanks just get appropriate, capped attack power rewards on their accessories as not to need pentamelds. Ideally, you'd revise Vitality to grant, say, .33 Attack Power per stat, while Strength would give .66, rather than the more even AP split that therefore fully favored Vitality back in Heavensward. From there, you'd include two-thirds each of the normal primary stat value of Striking/Aiming/Healing/Casting accessories of the same ilvl to Vitality and Strength and give those accessories a shared cap of 167% same-ilvl non-Fending accessories' primary stat total, offering the choice of Strength or Vitality. Or give 75% of each and cap it there. It doesn't need to keep up completely; it just shouldn't feel awkward in growth progression, nor restrictively expensive to BiS.