I feel need make new post and to explain why without straying from the path but coming at you at cold dark-facts
when you play a tank there abilities are put into two categories one is combat related categories. draw a circle on piece of paper then draw a line in-between both notice that circle is 50/50
what does this 50/50 present. what tanks do over all - Holding aggro with means of damage and other side damage mitigation. now new expansion we are using storm blood
a New System is added so now we have break circle into 3s we have just damage. taking 45% of the tank circle 35% damage migration and holding aggro only 10%
when we reach shadowbringers tanks some feeling like tanks completely why cause 70% of that circle is dps abilities 28% damage migration and 2% of it is holding threat.
we keeping raid utility out of question here cause as far i understand all tanks should offer something in class design saying that we leave that alone
can you see the issue here. there is an imbalance inflex damage abilities that really shouldn't be there but there are people who will defend such abilities cause why there fun to use. there not as boring as other counter parts even they aren't important when you tank ya sure its nice have nice damage numbers but let me remind you. that your tank first damage comes second.
If your a good tank you must see the truth in this inflex. your class is like a coke bottle fixing to explode upon opening don't mean that in a good way. good players be like well no need punish me i like a lot dps but other players be like hey please help tanks do more tank things
this game design limits what else tanks can do? watch is sad. never branch out try new things always one or the other new version of already existing ability. this is bad. why is this bad. simply put why give someone copy of something they already used 4 other expansions
time tank devs get creative . not just relay on animation team make there abilities look cool. tanks need have choice making in there kit. either stop that attack stop that ability its gonna hurt my team watch normally this would work on other attacks. but adding mechanics where tank has ability say nope would make fights interesting giving tanks 4th opinion not having low blow and shield slam be utterly useless in boss fight. would be a start however this issue that it would mean that you can skip phases that is not what im asking for. its simple fix really have bosses have attacks that kill whole party until the tank or melee dps uses low blow or leg sweep.
make a few bosses with dis design see if it works in this game. if not try something else now your not just hitting things now your starting feeling offering something to party now your being tank. this not only route they can take. tanks should have raid ulitity something put on allied party member and shield them from all incoming damage. wipe preventation. we already have few of these abilities already in the game
thinks that make up a tank are damage migration. threat. making things hit you. using cc to stop incoming attacks that can wipe or kill another member of your team. wipe preventation pushback, knock-up ground aoes that reduces damage to all that stand inside it at same time dealing over time. ground aoes that deal damage give heal over time effects to your allies. baseball bat dps/healer pushback dps lifesteal healing sustain