Even though tanking normal content is easy, there is a such thing as a good tank. Does your tank pull big? Do they go fast or slow? Can they survive even when the healing isn't good? Do they stun and interrupt trash? Do they use their abilities well, both for damage and to prevent someone from dying who is about to die (TBN, Nascent Flash, Cover, Reprisal)?
There is depth, that depth just isn't required, but feels good and looks good when you do it. I do really mean it when something like reprisal can save a wipe, because when everyone is not topped off and they survived with a few % of health you know it changed everything.
Shadowbringers dungeons added some depth by giving certain trash a powerful interruptable cast, so you have to pick them out of the dozens you pulled and interrupt it. Most tanks don't so it's a bigger burden on the healer, but it's something that you can do.
That's how it used to work (at least, aggro was more of a challenge if you were using your DPS stance so the DPS shirked you). The problem is that because dungeons are for casual players doing the story and nothing else, they have to work for people who are not interested in challenging content. The dungeons cannot be too difficult for them to clear, for that there is optional content like extreme, savage and ultimate.I think having to actively make the trash in dungeons pick me out as the main target over my party would make it more interesting. How anything like that would be accomplished within the current system is beyond me though. I can't think of anything within the current design to make aggro more interesting for tanks. If the tank stance aggro was lowered, and dps were given a mini-shirk button, I feel it might be at the least a more engaging minigame than we have right now, but in its current state it feels impossible to lose. The only thing I can think of as to why there is absolutely no more depth to it than that, is because aggro isn't a feature the design team is worried about messing with.



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