I want to share my thoughts as to the concept of tanking and suggest an alternative direction that Citan can take the game in, if he feels that is in the interest of the game.
The direction we seen to be going in:
The debate thus far on tanking have the made the fundamental assumption that tanking means standing there and "face tanking" the mob. I am going to call this "WOW style". What it involves is essentially:
1) Running ahead of the bulk of the party
2)Drawing aggro (either body pulling or the far more dangerous and definitely not recommended practice of hitting the mob with a ranged attack)
3) Pulling them back to the group
4) Maintaining aggro on the mobs you pulled, usually through "taunt" skills or just pure unadulterated DPS
5) Using defensive skills so that you do not die
The last two steps usually involve a particular "rotation" of skills that allow you balance the need to keep damage on the target (thus maintaining aggro) and using defensive skills (if there is any) to avoid damage, a good "rotation" therefore maximises the taunt you can maintain on the target, while minimises the amount of time you are not under the influence of a protective skill.
This is by no means easy as Yaffy's post have alluded to, and maintaining a good "rotation" while responding to bosses special attacks (in WOW you had to interrupt those or move out of the area of effect) and dealing with extra mobs (literally called adds in WOW terminology) is what differentiates a mediocre tank and a great tank.
Under the "WOW style" system, I estimate 70% of your mental capacity is spent on maintaining your rotation, and 30% of it is dealing with additional problems that might derail it.
Crazy new direction XD
There is an alterative model of game design. I am going to call this the "Guild Wars 2 style". Now I last played Guild Wars 2 was when Heart of Thorns came out in 2015, so I am not sure how if this design philosophy still holds sway in later expansions.
The purported revolutionary feature of Guild Wars 2 was that it did not have the holy trinity of "tank/DPS/healer", but rather there are "party roles", each player can contribute to the party by providing 1) "control", 2) "damage" or 3) "support". All player professions (ie classes) can take on anyone of those three roles by selecting the appropriate skills that does these things, and skills can be freely changed outside of combat (same as Project Gorgon).
The role of the player who provides "control" in the party is essentially they are actively trying to counter what the enemy is doing. They are trying to prevent the enemy from attacking their teammates, they try to stop enemy from self healing, they try to lure the enemy into area debuffs where they take extra damage from their teammates, etc. They do this with stuns, knockbacks, cripple (slow), silence (stops casting), interrupts, debuffing their damage output, applying fear, immobilise (root), or good old fashion kiting the melee enemy. Of these options, face tanking the enemy is an option, but only one of many options and you cannot actually stand there and exchange hits with the enemy for more than 5 seconds and expect to survive. You have to proactively do things to the enemy to stop the damage reaching your team rather than just maintain aggro.
In the "Guild Wars 2" style of being a tank (of course you are not called a tank), I estimate your mental capacity is spent 30% on maintaining aggro (mobs are constantly under a barrage of debuffs and stuns from your entire team, that in some ways it does not matter who they are actively targeting), and 70% on actively trying to predict the enemies' next move and trying to counter it, or just trying to maintaining maximum uptime on the silence on the boss, or trying to use stun every time it is off cooldown.
The key difference I feel is that everyone can contribute all three roles to the team, and they are expected to do so. Everyone runs with a party wide buff skill (so they are providing support), everyone bring some form of control skill (stun, root, silence, debuff damage etc) and everyone has their own dedicated healing skills (similar to First Aid and Push Onward). Party wide healing skills have long cooldown and heal for a relatively small amount, so they are not actually as useful as actively preventing the damage from reaching you.
Summary
I actually think there is a lot of similarities between Guild Wars 2 and Project Gorgon in its current form. Players are rewarded for stunning the enemy and preventing damage from reaching the group. Fear is present as is mesmerise as crowd control. Classes that can root the enemy are useful (at least historically) in abusing the pathing AI to stop damage coming out. There are multiple ranged evasion skills and mods which I feel would be useful if paired with a way to force the enemy on concentrating fire on you, and quite a few high level players use kiting to avoid damage.
In summary, I feel the current "broken" state of Project Gorgon has unintentionally (I think its unintentional, correct me if I'm wrong Citan) encouraged the same type of player behaviour that Guild Wars 2 has deliberately tried to cultivate. I feel it would be a reasonable option to take the game in the direction of Guild Wars 2 and further encourage players to actively maintain disables/debuffs on the enemy as an alternative to "tanking".
Some thoughts as to how to achieve this
I am not a game designer and this is straight out of my imagination
1) Mob type and density needs to be rebalanced
- Encounters should be at most 2 elites, with possibility of many weaker "trash mobs" that have lowish HP but decent damage, so any player can take down 2-3 easily, but 10 can swarm a single unprepared player so the key is for the team to burn them down quickly before they get out of hand (aoe skills are very desirable). During this time, someone is handling the elites, either face tanking them for 3-4 seconds or using crowd control on them.
- The elites should take 10-20 seconds to kill, and players are encouraged to chain stun/knockback/root and abuse AI pathing to avoid damage. Elites do hit HARD and the emphasis is on avoiding hits. Consider making elite attack more slowly in general and rage attacks more telegraphed (so easier to tell they are about to rage attack you, so you can stun them at the right time or hit them with a rage reduction skill)
2) Rebalance the rage bar, each fight should only allow the enemy use rage twice so those are the most important skills to avoid.
3) Each skill should have some form of "control" skill and they are balanced so that they are actually useful in certain situations. Fire for example currently has no skills or mods that allow any kind of disabling as far as I can see, maybe add fear to some skills so that they can provide some crowd control.
4) For the love of God get rid of the diminishing return on chain stuns
My aim is of course not to see Project Gorgon turn into Guild Wars 2, but I just want to provide an alternative design philosophy.