Dear BioWare: Breaking Tanks =/= Fixing Skanks

From a summary of the upcoming class changes:

Quote:

First, “skank tanks” are greatly overperforming in PvP. This is a player who is using a Tank Discipline but equipping DPS gear. Second, when comparing all tanks (regardless of gear) against the DPS targets we outlined last year, tanks are doing more damage than intended.

The summary of what we are changing in 5.9 is that tanks across the board will be doing less damage. To ensure that this doesn’t have a negative impact on their ability to tank/hold threat, we are greatly increasing their overall threat generation. This will mean that although they will commit less damage to an encounter, holding threat will not be any more difficult than it is today.
Well, deal BioWare, you have have "fixed" the problem in which skank tanks were overperforming in PVP when compared to DPS, and have weakened them in a way you believe would equalize them with DPS when fighting (they still take less damage, you didn't even bother touching the subject, but they deal reduced damage, and therefore, in your theory their time to kill should be closer to equal to their time to die when fighting DPS, making it a fairer game).

But you ignored the real problem which was the source and reason of the skanking problem, that due to the fact that the defensiveness of skanks is mostly not based on their tank stats, it is preferable to use skanks rather than tanks in PVP. If you equalize skanks and and DPS in PVP with thoughtless brute-force damage-nerfing, you are making real tanks who are playing the class as intended worse and underperforming and breaking trinity. I am quite sure that team ranked will see far more 1H+3D groups than the normal 1H+2D+1T, at least compared to the current situation. Several of the harder bosses in PVE (which have strict enrage) will now make the build of 1T and 5D a must rather than a preference, and the hard solo content might be unplayable (Did anyone even try to kill the first few mini-bosses of chapter 1 of KOFTE in master mode? You don't have a companion there, I am certain that some tanks who could do it before will find it impossible to do it now. With less than 242 gear it was always bare victories with 10% or less of hp remaining even with good damage output).

This change does not fix skanks, it kills tanks. In fact, I play my tank as real tank in PVP because specifically, assassins have a way to make shield and absorption count for something notable in self-defense in PVP, but I these 5.9 changes might be the final straw. I will not play in a way which buys me twice the time alive versus concealment operatives, if that would mean his self healing is faster than I can damage him, making him impossible to kill or 20 times longer to kill. These "skank nerfs" are going to force me and several like me to abandon tanking and BEGIN skanking. I am quite sure it wasn't the intent.

Tanks deal more damage than intended in PVP simply because they get to live longer and worry less about their own HP and defensive CDs compared to DPS. Have you ever dummy-parsed with tanks, or with skanks? The clear superiority of true DPS other skanks in the dummies prove that the high damage that skanks deal comes from their survivability, not their raw numbers.

What you had to do was so simple: ruin the defensiveness of skanks bringing them down to the level of a DPS. How? by making passive defenses matter less and stat-based defenses matter more. The DPS are not the numbers you are looking for.

It is not too late to come to your senses. So you announced the changes already? So did EA with the P2W loot boxes in Battlefront2. The reason that their game isn't currently in the trash can is that they backed down before going forward with a clear mistake...

[Players who have never PVPed with any kind of tank spec and only ever experienced the receiving end of them are welcome to keep any offensive feedback to themselves unless they are BioWare employees ;)]

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