Every time I see a detailed post here, on Reddit, Discord, or elsewhere talking about the actual numbers for self sustain and damage mitigation unique to each tank and the MASSIVE gap in performance, all I see is people ignoring the math and clamoring to post their ego-cope "skill issue" nonsense as if they truly have no clue how to interpret simple data and no interest in a balanced well designed game.
No one is saying all tank jobs should be the same but when the gap is so wide there is simply no defending it. Yet people have, for YEARS.
People that try and post this insulting cope are totally ignorant of the actual reasons for the clear superiority of WAR in essentially all content, or why good game design and balance matter. It is a knee-jerk form of elitism that can't get over itself and it encourages the devs to be lazy. This is bad for the game and I have no patience for it.
In the bulk of content people run outside the minority doing organized progression raids, there is no reason to take anything other than WAR.
The whole point of "wall to wall" is to be as efficient as possible, for the sake of everyone's TIME (the MOST valuable of all resources). WAR scales its self sustain/mitigation based on the number of targets, and actively heals itself WHILE contributing AOE damage. This is the most efficient combination possible.
DRK is the exact opposite. The more targets the worse its tools get, and their Blood Whetting "equivalent" The Blackest Night is an absolute joke.
1) It actively TAKES AWAY from their damage as it competes for MP WHILE also being on a cooldown.
2) It has a pathetic 1-shot 25% health mitigation while the WAR ability has the same cooldown, does NOT compete for or cost ANY resources, and can completely fill their health bar multiple times over.
This difference isn't even comparable. It is a complete and utter joke and SE should be ashamed of the lack of inspiration and ideas to balance this job. People with their ego cope claiming it is a skill issue and everything is fine are actively hurting the game. The number speak for themself.
Putting Abyssal Drain on a 30sec CD would help a little, but not much. That is another 1-shot one time heal for that cooldown. The WAR can get that same heal per target every 30sec 10 times or more. How is this even close at 30sec let alone the FULL MINUTE it sits at currently?
Another possible solution would be to modify how TBN behaves when the shield breaks.
1) Have breaking the shield reduce the remaining cooldown on TNB by 10sec and refund half the MP cost.
2) Have breaking the shield apply a minor heal over time effect.
If we are going to keep sabotaging ourselves for the sake of ego I'm not really sure why anyone who looks for unique but well balanced diversity in the tanking role would actually enjoy this game. The balance is so bad it is literally working 10x harder to do 10x worse and that is not good game design, nor is it very fun.