Quote Originally Posted by Meshuggenah View Post
Not sure why you think fellowship-wide damage isn't something a tank should be handling. Not sure which MMO's you play in the ones I've played tanks have group-wide cooldowns, interrupts and/or positional damage soakers that help their party survive. Tanking isn't simply a matter of standing in front of a mob and holding agro and, if it were, that would be a poorly designed game.
WoW, SWToR, ESO...

Which MMO's do you play? Because none of the above put "protecting the group from unavoidable damage" on the tank, they all put that kind of thing on the healer. And that's only considering the super rare cases where they actually do unavoidable damage, they mostly don't.

Quote Originally Posted by Meshuggenah View Post
Clearly the other tanks don't perform "just fine" otherwise this thread would not exist?
There are 11 instances at cap right now. Of those 11; two don't have t5, 8 have been completed just fine with other tanks and the last requires Yellow Cappy. I use the 8/9 T5 instances as proof that Guardian/Beorning/Warden are a reasonable baseline for tanking and suggest that yellow captain and Remmorchant need adjusting. You on the other hand want to argue that Remmorchant is the correctly balanced instance and thus all tanks except Captain need buffs and presumably the other 8 instances need to be scaled up as well. Do you see the issue here?


Quote Originally Posted by Meshuggenah View Post
Giving each class its own fellowship utility and making it capable of fulfilling the role it's designed for is "bad design?" Alright. I just don't agree. When forming a fellowship players should have choices. Any game where specific classes are required for any content is just lazy design. The state of current 3mans where players can mix and match roles easily based on availability and preference is much better than the 6man/raid environment where you're forced to bring certain compositions to complete the content.
You're quite correct, mixing and matching is the best scenario. Which is why I suggest nerfing the outlier down to everyone else's level. So we can mix and match.

Quote Originally Posted by Meshuggenah View Post
Rotation and gameplay is a separate issue to its relative strength when compared to other classes. Not sure what that has to do with anything. The ease or difficulty of playing a class has nothing to do with how it should be balanced compared to other classes.
It's moderately relevant in terms of class work; The skill floor of a spec should be separate from the skill ceiling after all, or do you think a DPS spec that only had 1 button to press in order to pull competitive DPS would be ok? Admittedly rotation and gameplay is perhaps more relevant in terms of spec identity. Yellow Captain basically doesn't have an identity beyond fellowship-wide buffstick. Its existence is almost entirely passive, you're not actively trying to buff people, that will happen whether you touch the keyboard or not. You don't manage aggro through supporting allies, you coast off forced taunts.

When it comes to proposing changes I thoroughly recommend proposing changes that give it the identity that people want to assign to it. They want to be a support tank so give them support abilities that they can think about placing on allies. Maybe make those support abilities siphon threat back to the Captain. Flesh the spec out properly, give it stuff to do that fits with its identity.