Well there are pulls in the game right now that do this well for example the packs with the big fire golems in grim batol, you don’t need to pop defensives on pull, as the tank you could even get 2 of these packs if it was a strategically good thing to do (it’s not) and still just pop CDs when the properly communicated cast time tank buster happens. Most bosses in M+ are made correctly (tank-wise) where you don’t need to pop CDs on pull. There’s a problem that was already stated by tons of people about some packs having insane basic white swing dmg chunking tanks as if they were tank busters, there’s no communication, no visual cue, just you have to die to it to learn it and that’s just bad design because, on top of creating potentially impossible or very RNG situations to surive, realistically your cooldowns won’t last the entire pull and these big bad white swings don’t lose dmg as the pull goes on, surviving the moment of the pull doesn’t mean the mobs can’t all land at the same time later on when you’re out of CDs. Kiting because you have no CD is also bad design, tanks are supposed to stay in and be able to tank dmg without requiring CDs when nothign special is happening, it’s that simple it’s always been like that in the better versions of the game.
What makes dmg threating is not just the hits taken, it’s also the ability to recover from these hits and sustain consistent dmg over time. Defensives back in the day were not just used to survive what would otherwise kill you between heals, it was to slow down dmg intake so the heals can catch up, however slow that way. There is no reason to not have this type of gameplay today with overall slower dmg intake and slower recovery to let the tank and healers strategize, triage, and think instead of pre-casting stuff incase a nuke drops. This also goes for DPS, it used to be a thing to watch the tank HP or even the healer’s mana and use CC or other utilities to help them survive. The flow of dmg doesn’t need to be so dependant on “if you don’t get globaled you live” as it is now, and still be challenging in other ways. The challenge also doesn’t need to be in surviving. You’re presenting the issue of “if there’s not much dmg it’s not challenging”, okay I get that point. What about the current point of having very low dmg will still make you time keys? Why is it not a challange to do good dmg instead? That’s a way more fun challenge, way less frustrating when “failing”, also a more fun way of finding ways to improve compared to just using defensive CDs before a pull or at some pre-planned timing. That’s my point in saying the focus of M+ is mistargeted, they’re making it a survival game instead of a speed running game.
In the current model that’s how it works yeah, I know, I’m saying that’s not how the game should be designed. Also what are you talking about with bigger hits first and smaller hits after? Mobs don’t open with tank busters, their white swings don’t lose dmg over time, except maybe as a VDH becaise of frailty. Many pulls in the game also add increasing dmg as time goes on such as the big ogre dudes in grim batol, the lava benders turning crazy at 50% hp, and many other. The game doesn’t need to work around explosive dmg on pull, and if there are instances of that they should be designed in away that make it obvious with a buff on them or something visually telling, not just basic white swings doing 4mil per hit on a 10mil hp tank.
Raids don’t scale infinitely and incorrectly like M+, most if not all bosses even on mythic do literally less dmg per hit than basic trash in a +12 and defensive CDs are never needed for white swings like they are in M+. Raid fights are very clear on when to use defensive, much better design.