#263 - April 13, 2009, 11:53 p.m.
I think we've been pretty clear about our model. We want you to have flexibility in which class is your MT. We don't want you to have stop and recruit in the middle of progression because you picked "the wrong" MT.
How different performance can be between the optimal MT and the second best on each fight is going to be a subjective call. We won't promise it will be identical performance on every fight, because that's not realistically going to happen as long as classes have different numbers and mechanics. It only has to be close enough.
We think it's close enough now (this is on our build, which might be slightly more updated than yours), but we're basing that conclusion on some relatively small data sets. We'll have a lot more data when more of you start trying Ulduar hard modes. We think it will be pretty clear when some classes are at a significant enough disadvantage that it's a problem. But again, it's going to be subjective. There isn't a metric you will be able to run to in order to prove one tank isn't good enough. (That's not an attempt to shut down these debates -- just an acknowledgement that there is no thermometer to measure tank success.)
In the short term we'll keep adjusting things like health, mitigation, avoidance and cooldowns. If certain mechanics always seem to convey an overwhelming advantage, then we'll have to redesign some things, but we really want to avoid further homogenization where we can help it.