Quote Originally Posted by Supersnow845 View Post
In this case it’s more like giving a noticeable downside which in my mind is more of an overall benefit to the jobs design than its potential downsides, especially since it’s a skill that like ED is often favourable to use when looked at holistically even if it’s a local damage loss. Those kinds of skills should be encouraged
The main issue with that is the other "short cooldowns" don't offer a noticeable downside, most of them are outright also better effects for 90% of content (I do understand TBN is a very good CD in hardcore and has it's advantages).

I don't particularly think I'd like it if cooldowns should have some sort of downside for only being useable in certain situations or you lose damage like TBN (I much rather be rewarded for good use rather then punished, such as samurais cooldown giving you 10 Gauge) But I think even if we made tank cooldowns for some reason make you lose damage for non good use then it will create a even more static gameplay loop of only Press when tank buster, Raid wide ect. Though ultimately I think tanks have way too much cooldowns that all do practically the same thing

Though funnily enough I do like some rigid gameplay quirks such as damaging gap closers, I just don't think it will always translate to defensive useage well, I much rather bosses output actual damage for these defensives to feel impactful and "good" though this goes into the larger issues of general job design which people have discussed over and over.