Stubborn at the Dead Good Tanking Guide posted a great response to the request for class feedback. What impressed me the most was the comment:
Compelling talent choices not on offer elsewhere, mobility other melee dream about and unique utility that can change the face of an encounter.
Oh hell, he said it so bloody well.
To me this mean keeping the play styles of the tanks different. Keep each tank type as different and we’ll see choices again. Those choices might might one class better than others for specific encounters, but overall we’ll have an interesting diversity. The same can be applied to Heals and Dps too. Choice empowers and supports class selection, where limiting controls prohibit it.
That does not mean that classes should not have some parity in abilities though. We do not want a scenario where a single Tank class is so much better (unless its the dks -joke!). Each tank class should have principally the same set of core controls, but the implementation of those controls can be different.
Think of it as the difference between a Requirement and and Solution. The Requirement is a statement of need, typically based upon on a set of broad goals. The solution is the specific method whereby that need will be satisfied.
In Stubborn’s example there is a goal to provide competitive dps, a requirement to allow Warriors to move through the battlefield efficiently, and a requirement to maintain the movement style of the Warrior class. The solution is to grant Warriors a set of abilities and talents that have them charge and leap amongst the melee. That is a key part of the feel of the Warrior way. Some other classes also have charge abilities, or leap abilities, but not all by a long way.
Paladins by example seem to call opponents to them. The Avengers Shield, Consecrate, and such play like a more stoic class. They might be “slower”, but that could also be seen as less “jittery” as well. Your mileage will vary.
Bears have a range of abilities that imitate many of the Warrior abilities, although they have a sub-set that is slightly better suited to AoE. Death Knights are again different, and that is excellent. I’d hate to see Warriors get a Death Grip style ability, and likewise it would not make sense.
Now that my third Tank is level 85 I’m seeing enforcement of my previous opinion that each is totally viable and very different. They all have taunts, AoE capacity, facing issues, movement considerations, cooldowns, resource shortages, and special tricks. Each is pretty darn good at a base level, yet diverse.
I’d like to see an expansion in the diversity, so that the choice of what to do and play remains (or returns to) a valid and powerful choice.