Originally Posted by
Zvim666
I play all tanks except Warden, just don't like the gambit system. I think you can do pretty much any content with any tank but I think the main issue with LOTRO and basically every class type (dps, healer, tank) is that it is a rollercoaster and the effectiveness variance between one and another can be pretty significant and tends to peak when a class is "reviewed" and wanes the longer you go between reviews. The variance just goes off the charts between one class and another in the same role.
Another mmo I play is FFXIV and there is significantly less variance between their class/job roles and basically one character can be every class/job so there isn't the same kind of grind to change between them, it comes down to which style you prefer to play, each has minor strengths and weaknesses they also have class defining abilities but most of the functionality exists between all tanks.
All mmos have pros and cons and I am not saying just do what X or Y mmo does, but they have some fundamental design philosophies which defines what various classes do, and it works well for that game. For example, their end-game content (8 man ultimate raids) are 2 tanks, 2 healers and 4 dps. The difficulty is defined really by how much 2 healers can heal, you don't really get unhealable fights like lotro likes to sometimes throw at you where tanks need to kite, that breaks their design philosophy. Bosses have some abilities called tank busters, if a non-tank gets hit by one, you die. Tanks have various damage mitigation abilities (all tanks get their own versions of them), some of them are shared between all tanks. They do not allow addons, you can clearly see when bosses unleash abilities, you know where they are going to hit. You don't need mods to track a tsunami of debuffs. The way it is setup for their game, it works. It doesn't matter if you are dps, healer or tank, everyone's job is to do as much damage as possible to make the fight easier. Healers don't sit there spamming heals non-stop, it is about efficiency and the least amount of healing you need to do to keep everyone alive, then you focus on doing as much damage as possible. Outside of holding agro and moving mobs, tanks also focus on doing as much damage as possible. It works because there is about 5-10% variance between best to worst so there isn't this crazy rollercoaster of effectiveness in your role. You can basically play what you like to play, bring the player, not the class/role.
There are a lot more variables being used in LOTRO and utility is one that is the most broken fundamentally, this is what has caused problems (particularly with the captain) and has resulted in numerous nerfs, much needed ones. The utility of blue bears is kind of obsolete, because you want a yellow bear and they can cover all of the utility, largely because there is no depth at all to the healing role outside of a few traits, there is little to nothing in the other trees that make a yellow bear a better healer so they are free to chase the utility bearing traits.
Brawler with these changes will provide a lot of damage dealing utility, even if the Brawler is vastly inferior to that of any other tank, it will catapult them to most desirable tank, once you stack the various damage dealing buffs, that is when damage output goes through the roof. You need to learn from the pitfalls of the captain and ask how much did a few % here or there break it and warrant a nerf then compare what you are adding to Brawlers and compare that to what other tanks offer.
The problem for lotro tanks is the toolkit each has is radically different. Two of the three Guardian "oh ####" buttons are BPE based and these do nothing against bosses, but they are very strong against trash, it is why the class gets cookie-cuttered into tanking trash. It is crazy Beorning Worthy Adversary still functions only in bear form when the class needs to shift out to access some abilities.
It has been a long time since you trashed BPE on bosses, it should have been revamped a long time ago, there should be some mitigation benefit to BPE, it doesn't have to be all or nothing but there should be an alternative to every tank just stacking vitality, we are seeing more morale % sources of damage to counter the benefit of insane morale pools.
I think tanks need to have more of a homogenized toolkit of offensive, defensive and utility abilities, they should play differently, have different themes, styles, strengths and weaknesses but they shouldn't be night and day differences, if you try to balance content with the most powerful combinations in every encounter you are just going to artificially make it vastly more difficult for those that can't hit the right class combos. It creates an illusion of choice if most of the combos are bad.
There is too large a variance between tanks, too large a variance between dps, too large a variance between healers. You need to start defining a yardstick in terms of what a tank, dps and healer brings and when you adjust classes, make them more interesting to play, but they should fit within that yardstick of power. You will know when you hit the mark when the spread of classes taken are spread more evenly.