Because everyone wants to do the deeps. Being flippant aside, Damage is gonna be an aspect of tanks no matter how you cut it. You can tweak the numbers all you want, make it so tanks only do 100 DPS, and youll still have people trying to maximize that number.
The learning curve should be Get Aggro>Hold Aggro>Use Proper CDs>Maximize damage. Problem you are describing is people are playing tanks like DPS and jumping to the last step. Those are bad tanks. Let game mechanics punish them severely, or people should start kicking bad tanks who dont hold aggro.
The problem with the Tank stance issue and threat in general is that people had the wrong idea about it in general. In casual content where tank dps is all but irrelevant, you had a lot of players get it stuck in their head that "Oh, if the strats in Savage are to drop tank stance and rely on dps and the like to keep threat, so thats what I should do". This is the wrong approach for that content. In a dungeon, or regular trials, there was no reason to drop tank stance. Maybe if you did and you had no problem with keeping aggro you cleared the entire dungeon maybe a minute or two faster. Big deal. If you could do this and didnt have a problem, go for it. But most players couldnt and you had a lot of people insist tank stance wasnt necessary. This was exacerbated by the simple fact that tank stance not only reduced damage taken by a good margin, but it also reduced dps dealt. In the eyes of players, that 20% was significant. So to fix it you need to change the perception while still making threat management important, where they dont feel like they have to get out of tank stance immediately for the big numbers.
If they want to bring back threat management (which I agree with), you need to take what we got currently and just add a bit more nuance.
Lets take Dark, for example -
- Leave tank mitigation trait.
- Modify aggro Generation Tables so that while you are in Grit, you still get an aggro boost BUT it's not guaranteed. You will lose aggro unless you hit Power slash every so often.
- While Grit is active, Siphon Strike and Soul eater becomes Spinning slash and Power Slash respectively (This is also a bit of a crowd pleaser for a few people who liked those animations too)
- Threat Gen is way higher for these skills but will have lower potencies than their counterparts. Possibly add a combo finisher trait that reduces the CD of TBN by a second or 2.
- Change Grit Recast time to be lower.
Now Give DPS and Healers back their threat dump skills.
Now you have a simple Threat management system where in high end content where you can voke/shirk and doing maximum damage is a thing, you can now balance out how often you use Powerslash while still maintaining aggro. For non savage content, you can sit in Grit and just powerslash all day. You will do less damage but only on your primary combo. Bloodspiller and all other DPS sources for your kit wont be affected, so youre not gonna be 'suffering'. If you got overgeared dps or healers that make tanking a struggle, they will have aggro dumpers to press.
As a side thought - Yes I think it would be a lot more interesting for tanks in general if tank skills were modified by whether or not you were in tank stance. You had this with warrior but you could toy with this a bit more so that itd be more interesting. Perhaps youd have changes where Blood Spiller does a smidge less damage but applies a stacking dot while in Grit. Stuff like that. Possibly make it so that it stacks 2 or 3 times, and every subsequent BS after that just refreshes the duration when youre in tank stance. So youd pop into tank stance to get the dot applied, drop out of it to do maximum BS damage with Delirium spam or something. But I digress.



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