One of the key issues with Tanks, besides the Tower Shield being absolutely bad in terms of stability cost to risk ratio, is their extreme lackluster in actually providing utility. See, in other games, a Tank is pretty threatening, not because of their damage, far from it, but rather they sacrifice that tradeoff of usually speed, burst and range for Survivability and CONTROL, something this game for some reason gave it to high damage dealers, but forgot that the king of battlefield control is the tank. Usually, what makes them threatening is their literal ability to control the battlefield, because every other game besides New World, a Stun is a STUN, meaning if you got hit by one, damage will not break it, no matter how much, and this is a huge game changer. Usually something that powerful is behind a long cooldown or can be missed, usually it needs an opening for it land, and requires some mental thinking. Combined that with a proper DR where spamming stuns gets you actually punished by making the other player immune to said stuns for a duration, it now demands a Tank to learn the system and be good with it, or ruin your entire team’s potential win and cause a massive blunder (one of the reasons why people shy away from tanks, it’s a big job).
Without this, most of a Tank’s spells are pretty useless, they’re mainly used for the other benefits in New World, such as Rend, or a Slow, or weaken, the biggest thing being Rend on Shockwave. It’s also damning that the taunt system, which unfortunately seems to be following more modern MMOs, is that it’s disregarded in PvP, which is incredibly damning, in my opinion. Taunt, if done properly, can be an amazing extra utility that a tank can use, and can take notes from Warhammer Online, where taunting causes to cast a debuff on enemy players that weakens them unless they either wait for the taunt to end, or to cut it short, actively attack the tank and damage them 3 times to break the ‘curse’.
Now obviously, there’s a huge issue with New World, and it’s the attribute system. Something of such power shouldn’t be easily at the hands of damage dealers, as it just tips the balance way off all over again. So I think these changes should actually be a 400 Con perk, a new benchmark, one that’s much harder to achieve for damage dealers and will obviously be shown as a more dedicated “tank” perk, therefore you’re not going to suddenly see bruisers all over the place taking the powers of a tank as well as keeping damage, but instead the few tanks around can actually shine in their own role to assist in PvP.
Another system that can help in the actual tanking department of survivability, is to add in a “Parry” system, where it’s simply blocking at the right time of an attack (give the shield a glint, perhaps) and succeeding will confer a bonus 40% stability on said shield for short duration, meaning it can actually help in keeping group at bay, but it’s not an infinite capability.