Quote Originally Posted by Liam_Harper View Post
I don't think they can be trusted to design jobs in general.

Melee are lucky regarding balance because SE has a strange idea that positionals and melee uptime are the height of skill and worth an additional 10% dps, but tanks and dps in general are poorly designed in my opinion and sliding downhill rapidly towards the bottom of the pit to join healers. Tanks have always been watered down melee dps with a few cooldowns and dps boil down to variations of 1-2-3 and oGCD's to fill the gaps for the sake of something to press. The latest dps additions of "aoe version of your single target oGCD" and "button that you can press when you use a 2m cooldown" are uninspired and lazy and things like Lego SMN and Kaiten removal are a bad sign.

SE have always had a tiny job design team and the game has been expanding expansion after expansion. It's caused them to fall behind. Healers have generally been the corner they cut and pushed to the side to reduce workload, but now even dps and tanks are stretching them thin. They pushed AST and DRG to 7.0 because the playerbase expects good quality and they simply can't keep up with that anymore. They have issues that they've ignored for years.
I feel like again Blizz actually came up with a good way of keeping Tank identity intact, engaging and unique after moving away from threat management with the introduction of personal mitigation, which gives tanks different modes of how they deal with incoming damage which is an active part of their Rotation, like DKs timing their Death Strikes to keep themselves healed, Warriors trying to keep up Shield Block while having to make decission on whether to spend their ressources offensively and defensively, Paladins having to make decissions between using their holy power for shield of the righteous or selfheal and of course Monks managing their stagger meter. Playing a DK is a totally differenrt experience than a Monk, the one is defensively weaker and has their healthbar spiking alot more but in turn being able to heal themselves up again while Monk is pretty smooth, postponing part of their incoming damage into a dot instead.