One thing that Xeno is quite good at is bringing tanking topics into the broader player consciousness, and this dates back to ARR. You don't have to agree with the take or presentation style, but at least it starts a discussion.
It's important to be practical about this. The new actions released aren't all that exciting, but you're not going to get new ones. The focus of the pre-raid patches usually ends up being about numerical changes like potency and resources. I think it's a waste of time asking to be buffed to WAR/PLD's level of self-healing, in part because I think that they significantly overdid it this expansion and wouldn't be surprised if that gets toned back.
Oblation does look like it was designed originally to be part of an upgrade to TBN, much like the other Lv. 82 tank abilities. I suspect that the reason why it split off is because everyone complains endlessly about TBN not breaking causing a dps loss. Personally, I don't see this as an issue because your job as a tank is to understand damage patterns. If TBN doesn't break, you didn't need to use it there, so just learn from it and don't repeat the same mistake next pull.
I'm starting to get annoyed at these recommendations to move TBN to a 25 second recast. The recast is one of the most valuable parts of any defensive ability. Why would you give up the most useful part of the ability? And for what, to make it dummy proof? No thanks.
Even if Oblation is designed to always be paired up with the odd TBN of your choosing, it's a completely underwhelming effect, especially when you have raidwide mitigation abilities on other tanks that mitigate more. I think if this is to be a standalone offering, it either should be a bubble that provides a beneficial effect on popping, or provide some sort of accompanying single target beneficial buff (like a movement speed boost).
I think that the point about conditional damage mitigation like Dark Mind and Missionary are still valid, and yet to be addressed. Likewise, it's worth bringing up Living Dead yet again, but this has perpetually ignored by the dev team. I think the best thing that we could hope for is raid design that either just ups the amount of tankbusters significantly such that invulns are less important, or tankbusters that just flat out ignore invulns.
I do like the fact that someone at least is taking jabs at the whole 'dev team that actually plays their own game' business. Most of the interviews that I read/watched following the media tour really pushed that party line. But I don't think that this dev team is any more receptive than Blizzard is; they merely choose to express their dissent through silence rather than openly arguing with the players.
And it really doesn't matter if everyone in the office is a gamer. The problem is when most of your staff have strong feelings on their PLD/WAR/SCH/BRD/BLM jobs that they've been maining since prior to ARR. In many ways, I'd prefer to have someone dispassionately running job balance than someone who feels overly invested in it.


Reply With Quote





