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Tanks Gameplay And Defensives Are Fine And Why It Has To Stay The Way It Is.
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There has always been a lot of discussion regarding tanks specifically DRK and War along with tank defensives not being different enough.

The problem with that is first I'll talk about drk and war. Anybody that plays war or drk could easily tell they are very different from eachother.

The problem is unfortunately when players see similarities between skills they just shout homogenizion. The word has lost all meaning as us as a community totally played out the word.

Inner release and delirium sure they're the same. But regardless of that drk and war gameplay are very much different from eachother, drk has tons and tons of double weaving while war is very slow and relaxed.

It could make you wonder why one skill could change someone opinion so radically that they just claim they play the same when it couldn't be any further from the truth.

Now people are claiming pld is just gnb. It really doesn't end. Pld and Gnb are so different from eachother that I'm really not sure how people draw the conclusion that they play alike.

Another thing is tank defensives. People claim they want more diverse mitigation but the problem is.

Defensive cooldowns can not be wildly different from eachother.

What's going to happen is one tank will have a extremely niche defensive while say pld is the only one that just has a normal flat 50% mit.

Every tank has to have baseline defensive to function as a tank and I don't understand why a large amount of tank players want every cooldowns to be unique and asking to get rid of things like tank wide rampart.

If anybody played paladin in hw or raided in hw, paladin was never used because the current raid tier was pure magic so paladin couldn't use it's unique blocking defensives.

Let's assume that they did let it block magic, well now people will just call it a boring normal extra mit because it doesn't have any unique properties now that it doesn't just procs off physical attacks.

See what I mean? Unique defensives are more a hindrance. Being unique isn't always a good thing. Tank defensives need to be streamlined to be useable.

One tank can't have an incredibly niche defensive. There is a reason why pld Vail got changed and other things.

Tanks can have a few different defensives but they have to functionally work the same.

Last point I want to bring up is aggro management.

This has never really been much of a tank responsibility outside gaining the first hate, when it comes to maintaining it, it was a dps effort to not steal aggro since tanks would actively turn off their tank stance for more dps.

I feel the aggro management lamenting mostly comes from maybe players back in ARR or Casual tanks that only did dgn's or maybe people genuinely believing tanks were the one managing their hate.

Either way, aggro management has always been a dps effort and especially ninja....there is a reason ninja had all these aggro tools. Ninjas were the one directing high hate off dps like samurai back in SB, not the tanks. Along with dps using their own hate lowering skills divergents I think it was called.

Overall. Tanks Gameplay is fine and I think people should really look at how tanks were in the past and see how when they tried to be too different, some tanks outright dominanted while others were left to the bench to never get picked.

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1 year ago