We have not received permission from Mag7spy to share the quoted post.
Y'know what, fine, I'm in a 'mental autopilot' mode today anyway.
The first wrong thing here is that in game balance for a properly competitive game, it DOES need to be perfect or as close to perfect as possible. A designer should be able to look at something and go 'within my goals, this is not perfect enough'. Most
players
can do that, which is why we're foolishly here arguing with you.
Because YOU keep going 'The class kit should achieve the goal and not cause this specific problem we hate!"
So tell me this, are you up for a long conversation about all the details of this? I've got years of data to go through with you if you are.
Or are you going to just go 'well the Devs should solve it, just not in a way that upsets me'.
And one more time just in case you aren't focused on it, and I will repeat this as many times as is necessary:
"I don't even want forced taunt, I just am not willing to ask Developers to try to make an Open World PvX Fantasy Trinity Based MMORPG without it.
Here's the first (flawed) part of my group's design answer:
"The Paladin can put a Mark on a Target. Whenever that Target attacks a target other than the Paladin, the Paladin gets to use an extra melee attack/recharges a resource/lowers a cooldown (depends on which form of the game is being considered). A Target can only have one Mark from one Paladin, and they have an indicator which Paladin applied the Mark to them."
Based on your perspective so far, this + zone control should be enough. Basically, this 'should be able to replace a Taunt'.