Originally Posted by
djtravitrav
They have already implemented with the new heroic scenarios which were released a change in the way enemy ground aoe/dmg abilities affect vengeance, and to put it simply, they don't add to vengeance. I'm sure they will do the same with siege of orgrimmar boss fights as well. The only way possible to reach those levels of vengeance anyway is to be standing in shit and chaining cds.
and to chaozu, who doesn't seem to know what he's talking about, as a tank, the more damage you take, the more you are capable of preventing and healing. You really need to comprehend how attack power affects a tanks heals and absorbs and not just say the same old nonsense such as this gem "A tanks responsibility should be more than to just not die, their job is to protect the group, thus their responsibility is to keep them alive..."
You completely miss the entire point of raiding in this expansion. The highest responsibility for staying alive as the tank is yours alone. No longer are we COMPLETELY reliant on a healer to survive. A combined effort of the entire healing team provides somewhere between 40%-60% of the tank healing where the tank him/herself provides the other 60%-40%, numbers of course are entirely dependent on which boss fight it is and levels of vengeance.
So, no, you can't fucking do away with vengeance without completely reworking the entire balance of healing in the game. Every tank class was changed to active mitigation with MoP, and every tank was handed the responsibility to survive on their own with this new design. Vengeance is the only thing that makes this development model possible.
The game is better for it, it's really as simple as that, if you don't like seeing a tank ahead of you in damage, play more optimally. Maybe even line up your cooldowns and potions with bloodlust once in a while, you may see a performance increase.