Quote Originally Posted by Izsha View Post
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It depends on what your gauge comes from. If you passively build gauge at a set rate over time, it's functionally identical to what we have now. If you superimpose gauge 'procs' for correctly interrupting or mitigating, then gauge generation becomes more variable. Think less modern day PLD gauge generation and more HW DRK gauge generation. The more triggers, the more variability.

It also means that if you're deliberately trying to 'farm' gauge, skewing that too heavily on one tank may impact gauge generation on another. Right now, each tank's invuln availability is completely independent of the other. Individual gauges couples your tanks' access to invulns.

Quote Originally Posted by Cabalabob View Post
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Actually, what I'm suggesting is that they become less available at baseline, and that you have to actually put in some work if you want to get more uses out of them.

There's a lot of complaints about tanks feeling unsatisfied with tanking. On one hand, you have people complaining that tanking is just too easy. Those same people then turn around and complain about not being able to cheese and otherwise bypass having to learn mechanics if invulns were less available.

We're too powerful defensively. And invulns are at the root of this. While I understand the aesthetic appeal, they are too readily available, to the point that it completely overshadows the rest of your defensive toolkit.

I don't think that you need to have pre-planned moments when an invuln is expected to be used as part of a standard strategy. That's what we have at the moment. What I'd like to see is people prepare a strategy without invulns, and then adapt their cooldown rotation and swaps on the fly based around the rate at which each tank generates their invulns. Communication and teamplay rather than spreadsheets.