It kind of is, though, at least for so long as a "tank stance" meant both enmity and mitigation.
It essentially means that enhanced enmity generation doubles as a 'mitigation training wheels stance', which in turn means that you either make Enmity nearly a non-issue or you devalue any sort of risk-reward aspect from deciding between defensive and offensive capacity.
It didn't work then, no, but you also have to go through quite the chain of changes to make them work decently for once, and probably a significant few more to make them actually compelling... at which point... are those even really "tank stances"?I feel like people are only against "tank stances" because it didn't work in Stormblood and clearly that means it can't work at all
But anyways, if I had to bring them, I'd start by making the Enmity component less cheesable, leaving that a more active component of the tank-and-damage-dealers relationship and gameplay loop while allowing the tank stance to be more of a fall-back form of mitigation.
- All Enmity generated now scales with target "awareness". Two-thirds of Enmity generated from the rear of an enemy or other "blindspot" is split among the whole party. One third of Enmity generated in partial awareness is split among the whole party. (This ultimately means that in a party of 4, attacks from a blindspot would get only 50% the normal enmity and from a half-blindspot would get only 25%. The rest disproportionately goes towards tanks, as seen below.)
- A tank's portion of Enmity 'stolen' from allies increases with the tank's proximity and position relative to the enmity affected and/or the ally, up to 50%. Additionally, they may steal up to 50% of the Enmity of allies attacking from roughly the same angle. I.e., the more noticeable the tank is, the more of the damage/healing from an unknown source gets attributed to it, and standing between the mob and the source of damage will attribute more of the source's damage to you. (This also better allows tank enmity to scale with that of their party, instead of making the tank's gear an indirect bottleneck to each DPS's output or the like.)
- All "tank stances" are now just on or off and are oGCD. By simply being toggleable off, they can be dropped even mid-animation, if one wants, and sets a minimum uptime for the tank stance to act as punishment for the snap mitigation the tank stance may generate. The only bonus Enmity these tank stances generate are to maximize aggro theft and increase enmity by just a bit more than what would be lost from having one's damage reduced. GAMEWIDE CHANGE: All actions, including deactivations, may now be properly queued.
- Other, additional minor costs may very, as may recast times; e.g., if a tank stance generates constant healing instead of %DR and is therefore less cheasable for immediate damage nullification, it may have a shorter recast or penalty for activation.
With all that, you should have a stance that retains for accessibility even while (A) allowing tanks to take quite a bit more damage and (B) making tanking itself a bit more iconic, rather than just being a way to reduce overall party gameplay by having a fat dps hit something at least once per fight before acting like any other dps except with half its rotational complexity swapped out for some fight-scheduled bonus oGCDs.



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