Nearly everything brought up as a response so far is stated as though there isn't anything that can be done about it, and that these are all unfortunate realities that we *have* to live with.

I've heard about old aggro management, and I think it would lead to an interesting amount of depth that the game feels lacking in with the normal dungeon content. I don't know how it would be implemented, but I don't like that I was able to begin leveling Gladiator into PLD, and the only 2 things I needed to do to succeed with regular commendations was put on tank stance, hold W and mash my 1 or 2 AOE buttons. (Don't worry, I know that mitigation is a thing, that is a different subject and subnote.) I feel as though I could have very easily went through ALL of the dungeons I ran to level my PLD to 80 without giving a care to the enemies I had following behind me, as long as I was hitting my AOE, I had no worry that anyone in the party was going to die by getting slapped to death unless I did first.

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.


On Mitigation from earlier. If you are not using it, and your healer isn't communicating to you that you are taking more damage than average, then your inability to play the class effectively, or arguably competently, literally has no way of making its self know to you. I would hope that people playing a TANK role would recognize the use of these abilities, but as a WHM main, I know that is unfortunately not always the case. The unclear thing with mitigation timing talked about in the live letter might be in the right direction.



For healers fix, I say give them another unique damage button as a blanket idea. Plenty of ways to do it, they are all casters, maybe tie it to another resource. Its simple, but it has a chance going in the direction of fixing the mindnumbingness of the 1 button rotations. I know that in reality its much harder to do than say, but I think there has to be something done about the monotony of it right now.


Are there not any ideas that are better creative solutions to these problems? Have I just joined at the weirdest time to talk about the game state with the upcoming expansion? Have problems and ideas like these already been talked to death prior to the live? I am in the wrong spot? Thanks for reading!