Back in the Legion design previews - Guardian was listed as:
Taking the form of a great bear, the guardian druid becomes a massive wall of fur, claw, tooth, and rage, aided by the forces of nature, standing between allies and any opposing threats.*
"Taking the form of a great bear, the guardian druid becomes a massive wall of fur, claw, tooth, and rage"
Powerful themes fuel the Guardian Druid, but the gameplay falls short of delivering on them. In particular, Guardian Druids have had a strong emphasis on avoidance, dodging attacks more than almost any other tank, with abilities accentuating that. However, this doesn’t mesh well with the image of the tough and sturdy bear. We want Guardian Druids to survive through their sheer tenacity, thick hide, massive resilience, and strong regeneration. To this end, we’ve redesigned several parts of the Druid combat ability toolkit to instead focus on those core defensive ideas—health, armor, mitigation, and regeneration—while deemphasizing dodge.
So it’s clear that Guardians were designed with the intent to face tank damage the majority of the time.
However, In general, you have a few options when a tank is taking excessive damage.
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Increase Defensive capability Through Gear, Talents, External buffs, Soulbinds, Enchants, Flasks, etc.
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Increase incoming Healing throughput to offset the increased incoming damage.
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Lower the incoming damage (such as through Debuffs, CC, other means)
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Increase group damage (so the tank is taking extreme damage for a shorter duration)
But because they don’t want tanks to require as much skill as previously, we’ve seen the across the board removal of debuffs such as Attack Speed reduction, a vast minimization to defensive focused player cast buffs, and limited gearing options.
When combined with a timer and the rewards scale with how fast you clear, damage becomes the ideal choice if you are trying to maximum rewards per clear. If you minimize the healing load, suddenly the healer can DPS also and hey, more damage!
You address this by doing one/more of the following:
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Restore complexity of the Gearing / Buff / Debuff system to allow you to conditionally address challenges across multiple axis to a greater degree than today.
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Making certain NPCs require tanking. Everquest had a mechanic known as ‘Summoning’ which would warp your character into melee of the NPC if you out ranged it once it hit 95% health. This prevented group intended content from being kited to a large degree and forced groups to figure out ways to keep the tank alive since they tank was going to take damage and anyone else getting hit was likely going to be one rounded.
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Lowering threat to the point that if the tank isn’t actively hitting it - it’s going to go after someone else. The issue here is outside of very high keys, more people can take 2-4 rounds of a single NPCs damage without major concern. If however it hit hard enough to one round people than threat as a concept for survival would be a factor.
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Decoupling the amount of rewards from the timer.