Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
I mean, many games have mechanics to make dungeon content more challenging in general.
In this case, I think earlier versions of WoW have a pretty good handle on things:
Monsters X levels above you can perform crushing blows, likewise your attacks can glance (or be resisted more easily).
The key thing to take from this is that tank builds would get a stat that reduced (and eventually nullified) the chance of a crushing blow happening.
In simple terms, PG could have a tank-focused stat that reduced enemy critical strike chances - but I'm still iffy on the concept of monster critical hits in general as it leaves a lot of your success up to RNG - maybe critical hits are the real casino?