Originally Posted by
sephiroth1084
The problem with intimitanking before was that it took everything else out of the equation. It didn't matter what your party members were doing, or what the boss was doing (for the most part), or whether you had any offensive ability at all, or if the healing in your group was weak or strong, or even how many dangerous targets there were. You just pick up a shield, hold block and hit a button every six seconds. It's incredibly difficult to design content that allows for tanking when there are characters out there who can basically tank while ignoring every subtlety of the game.
In regular questing, it meant that a rogue paired with an intimitank had to make no effort whatsoever to mitigate their own hate. Nor the barbarian, kensai or caster. It meant that even unlikely characters, like your sorcerer, could sit and intimidate and hold aggro with little to no danger to themselves, and absolutely no real strategy involved. That is incredibly problematic from a design standpoint. How do you challenge a party built around an intimitank?
There's a little design space, which the devs seem to have been using in ToD and Chrono, where either you may get stunned and lose aggro, or will have to move suddenly and expose yourself to other attacks in order to avoid massive spell damage, but, in the case of Horoth tanking at least, the stun only really serves to punish everyone else for relying on you, and without any strategic concerns on your (the tank's) part: if you miss an intimidate due to an untimely stun, it is everyone else in the group that is in trouble when Horoth turns around, not you. Then it's a crapshoot as to whether that even has any noticeable effect upon the raid or not: if he uses a Disintegrate during those 1-6 seconds you don't have him locked, it's a big deal; if he lands a badge or two it's kind of a big deal; if he just gets off a few melee attacks, if it's normal, it probably isn't a big deal, if it's elite it likely is. In any case, you aren't being punished. There really isn't anything you could have done to prevent it from happening, nothing the party could have done, of any real significance, and your role will continue as it had before things started going sideways.
Then there's the fact that death tends to mean absolutely nothing to an intimitank. You die, for whatever reason, get back up, and immediately resume doing exactly what you were doing before. Was it useful to us to be able to hop right back in and save the day after dying? Sure, but it wasn't especially interesting from a design perspective, and, again, doesn't allow for a lot of room for challenge.
Finally, intimidate previously didn't work at all with threat tanking. You could use intimidate to grab initial aggro, but if you didn't build enough threat to surpass everyone else in those 6 seconds aggro was going back. Many defender builds either intimitank or threat tank, because the two strategies don't work together. The +6 intimidate that Stalwarts get often goes completely to waste, while the rest of the time the passive DR 6/- goes to waste (along with all the feats and enhancements fighters have available to them to improve DPS, because people are only using 1/2 of their character.
I agree that this change really only will end up being a good change if it allows the devs to redesign our endgame to make AC threat tanking viable and useful in more places. If the game remains the way it is currently, then, sure, losing intimitanking will have been a rather pointless blow, but I don't expect that to be the case.