Roe was brainstorming an extreme example and said such an example would probably just barely help increase the healing we need to do by itself. We might also need to advocate the removal of some of our own oGCD heals and cooldowns in addition to the extreme nerfs on the tanks and DPS if we only go down the path to only nerfing. As such, increasing the encounter damage looked like a better idea to focus on first so the nerfs do not have to be severe.
As for the 25s cooldown Provoke, the only reason I can think of would be because the Warcraft tanks once started ping ponging a boss on a big arena when the boss was entering their damage plus phase. They understood that it was hell on melee DPS, so they started to burn through their defensive cooldowns first. Once both tanks did so, they started playing piggy-in-the-middle and favored ranged DPS more to reduce the effect this would have on the DPS. Blizzard had to add in a taunt immunity after maybe 5 quick consecutive swaps over time to prevent the boss looking foolish running back and forth. It was either that or make the boss fiendishly fast with the running.
Other than that, I would like to see some actual tank swaps for our encounters with 2 tanks. The off tank is 90% of the time just another DPS since they are just there in case something screws up to kill the main tank. We do have tank busters hitting both of them, but it generally just happens on the "final trial boss". Even our 12th normal final boss from our last expansion 8 player raid didn't really do anything specifically important for the off tank. I was able to use things like Nascent Flash on the main tank, but that was it and it likely compounded the issue even more with healers almost not needing to heal the tanks. Shirk and turning off tank stance was used quite often since I was able to out pace the threat of other tanks half the time. I elected to use the healing utilities like Nascent Flash more so when someone was getting raised.

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