And I am his prophet.
What is it that keeps the idea of a tank alive? Yes, exactly the same thing that keeps the tank alive: healers. Without a healer, even a tank will die. And when the tank can die, is he really a tank or just awful DPS who survive a few more seconds but do a lot less damage? Yes.
So I introduce to you a magical world in which queues are instant, no one heals, and no one tanks. In this magical world everything hits a lot softer but has a lot more health. Rather than healing or tanking, we just take turns casting Taunt Everything and then bandaging.
Does this sound skilless and boring? Of course it does! I bet some players might even enjoy it. So of course we have to fix that.
Step one: Add a few mobs with AoE. These will interrupt bandaging, ruining the taunting rotation since the next guy in line will still be half-dead. So we need to focus on them, possibly with death or possibly with CC.
Step two: Uh.
Okay I give up, I hate this idea. We're all doomed. If we separate out roles, we're going to have shortages which vary wildly with the content. Heroics: not enough tanks or healers. Raids: too many tanks, not enough healers. Great system! If we remove the trinity then it turns into a muddled pointless mess of taunt rotations or even worse, we have to all play dynamically with cooldown usage, kiting, and CC to prevent death.
Atari 2600 emulator… in Minecraft
12 hours ago