To preface, this is just a question for discussion. I am neither right or wrong. I am not presenting any factual information. Just some ideas on the Tank Spec Functionality.
So a long while back they designed tanks around Active Mitigation. These are the things like Shield Block, Shield of the Righteous, Ironfur, Death Strike, Purifying Brew, Demon Spikes. The abilities which are the builder, spender type, that tanks need to keep as close to constant uptime on, to feel tanky.
I feel like at this point the Tank role is now, encumbered by this design. What I am thinking about, is how would tanks feel if, we just baked 100% uptime of these abilities into the specs, and standardized the damage reduction amount average, and changed the builder/spender aspect to debuff the enemies and/or deal damage.
There would still be the big defensive CDs for Tank Busters, or when in danger. The number per spec would have to be a little evened out. But, just by virtue of being in tank spec, you are tanky, but every tank would have a generally solid ability to withstand damage.
I know this idea would really shake things up, but when I am playing a tank spec, keeping up the active mitigation and layering it with defensive CDs for big damage events, doesnt feel compelling. It is just a maintenance buff gameplay style, and you still pop your defensives on a rotation. If the active mitigation was baked in, I feel there would be more room to iterate on the specs and make them a little more fun.
What if instead of builder, spender to keep up mitigation, it was builder to spend on a damaging ability, that decreases the melee attack speed of enemy/enemies in melee range, for 4 seconds. Or slows the cast time of enemy spells by 30% for 4 seconds? Spend some energy on Smashing a Keg of blinding brew on enemies, increasing their miss rate by 30% for 4 seconds. Having a Paladin spend on a resplendent judgement on an enemy, causing attacks against the enemy for the next 3 or 4 seconds to heal the attacker for 5% of the attacker’s max heath.
So design some abilities where tanks would use their builders, then have a few spenders that they can use, to affect enemies, or even aid their group. The spenders would of course have CDs, so they would be situational decisions. Then every tank would also get a pure damaging spender, so that there isnt a overcapping problem. And again tanks would have their 3 or 4 personal CDs to use for tank busters or large damage events. But, the tanks themselves would feel as if their active mitigation was just up. (Subject to tuning, as some active mitigations are very strong.)
There is of course the risk, that it would homogenize tanks too much, to where there isnt much difference from tank to tank. I think it could potentially open the door to make each spec have much more flavor. And by virtue it would make them play a little closer to how DPS specs play. Which is objectively more fun than tank specs.
There will always be a Meta tank, and balancing will always be problematic, but the tank balance would be based less on the base survivability of the tank, and more around damage and utility output. With all tank specs basically having a base mitigation level, and not having to keep up an active mitigation.
What are the thoughts on this?