#0 - Sept. 10, 2009, 11:51 p.m.
However, let's examine one of the big reasons that deathknights excelled at these encounters: Frequent powerful cooldowns. We just had a cooldown for almost any big attack a boss threw at us. But let's flip this from an encounter design perspective: Frequent powerful abilities on predictable cooldowns. In Ulduar these types of abilites where found on numerous encounters such as Mimiron, Iron Council and General. If every other encounter was of this type, why not just have the Deathknight tank the whole thing?
Now let's look a Trial of the Crusader, there are far less of these types of encounters. While the encounters might not be numerically balanced they are more balanced conceptually. I personally do trust the Dev team with the numbers, they have far better tools, queries, and raw data so arguing the numbers is a waste of time. However concepts are easier to argue and more profitable. Actually one of the more conceptually imbalanced fights in ToC is Jaxx, in my opinion. Deathknights and Warriors are better able to interrupt is fireball than Paladins and Druids. This however is something a raid can easily adjust to.
TL;DR: Tank balance has two sides: the player and the boss. If the bosses favor a particular style, then it will show up player side.
How do you fix it? Well one suggestion is more overall raid damage. If healers have to spend more time healing the raid then this will make the tank harder to heal without actually forcing him to take hits for 80% of his health. Another would be that just because a boss has an ability open, doesn't mean he needs to cast it. A boss with less predictable cooldowns would, in my opinion, require more skill and coordination rather than less.
Thoughts?