250 dmg does nearly nothing for tank it would need to be an insanely high % dmg similar to warrior free for all pvp map (probably higher even tbh) to even come close to balancing warriors and even then it probably won't matter much because of long cooldowns of skills.
Better idea would be to make it so tank is needed in hydra not for dmg but for taking aggro. Maybe add an unavoidable attack like the skulls in infested swamp or on hugal in underhul map 2,but make it 100% unavoidable. Make it so glow/nekro/mage shield and other shields won't stop it and make it a one shot kill for mage and rogue so you are forced to bring tank in raid.
I can do hydra with my rogue that has only legendary gear and excellent finesse jewels with no deaths pretty easyily now so no reason to use my tank that is near max gear.
We need to go back to basics.
- The content should have aggro mechanics that require warriors to use taunt and hold aggro, at present tanks are replaced by shield pets.
- We need mobs that pull/stun the dps so mage will be required for crowd control.
- A boss fight should require mechanics for all 3 roles.
A good example of the difficulty and mechanics was the old level 66 Nightmare Raid. It required 2 warriors to taunt and hold aggro, mages to CC the mobs and Rogues to deal damage. The only problem it had was the FPS drops.
The revamped version is neat but kinda made very easy, it does not require a tank anymore, rogues can just kill the mobs while mages CC and map is small so the boss always stays in the aggro radius and the aggro split between players helps to kill things faster.
PS: Put nightmare raid on LB as well
Bookmarks