Tanking has long been an issue to balance in PvP.
Many games just forsake the idea of tanks being balanced for PvP, and relegate them to the realm of PvE content. But I feel like this is a lazy cop-out.
Some less popular games had great ideas for how to give tanks actual utility in PvP, that could be adapted to a new game such as Fractured.
Dark Age of Camelot had an ability for tanks called "Bodyguard"... basically, you as a tank player, could pick one other player, and as long as you were within melee range of him/her, you were the bodyguard. Your parry, black, counter-attacks, etc would all translate to the target you are guarding. Essentially, they gain a whole new set of defensive stats.. making them a much less desirable target.
Warhammer Online: Age of Reckoning actually made "Taunt" work in PvP. Except it didn't force the taunted player to change targets, instead what it did was apply a debuff. "You deal X percent less damage to all targets except taunter." Even if this is a small amount, like 20 percent.. it's enough to make even the heaviest damage dealer reconsider his target choices.
Albion Online had a lot of displacement abilities. Knocking people back, pulling them forward, sucking them into one point - that made tanks more of a "Control" class.
What are your thoughts on this? Should we see these things in Fractured?