Blizzard tried to improve their playerbase's skill level during mist of pandaria. It was a disaster. They had too remove That feature.
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Personally, I think tank swaps are kind of lame and the least interesting way to pretend 2 tanks is necessary for a full party. That said, OT absolutely could use more to do. Luckily at this point we actually have a lot of standardized mechanics we could take advantage of to keep the OT engaged without making them count stacks on MT. Dual tank busters (each get their own), double tank busters (both need to share the same one), tank towers, laser/wild charge mechanics they need to be in front of the party for, flare markers they need to be away from the party for. And if the latter three overlap with MT getting their own tank buster, all the better. There's also the much more obvious option of simply bringing back adds into fights, which... I have no idea why we ever stopped doing that. They could also make use of multi-target fights again, like in some of the earlier coils or O12. They could even start putting DPS busters on the party that the OT should be paying attention and using their target-able short mitigations on.
Honestly, there's so much stuff they could be doing to keep the second tank engaged, instead of just being a gimped dps that can ignore vuln stacks. Luckily this new raid tier for 7.0 seemed a bit better about that than the last few have been though, so here's hoping they'll continue expanding on that as we go.
I mean kinda yikes if a simple and basic tank function can't performed by a significant portion of the playerbase, that's just embarrassing, provoke and shirk makes the process seemless.
I believe in dropping folks in the deep end and let them learn to swim, not gonna learn if they aren't pushed to learn, this is a video game after all, there's supposed to be some challenge involved. This little of an ask is barely an increase in difficulty, it's just making sure skills aren't gathering dust.
Considering how tank only stacks were properly introduced into normal content. It's possible.
Probably need to add a new marker to signify it's a tank swap, but yeah I'm all for advanced mechanics being brought into normal content because god new players need to stop being able to auto pilot all the way up to level fuckin 100.
They kind of are, at least forced ones. I guess if the goal is to let both tanks MT they help but I feel like they're one of the least interesting ways to make multiple tanks relevant. The idea of having the OT actively protect the party is a good one. I wonder if it would be feasible to make some kind of hybrid stack AoE mechanics where the average defense of the hit players has a large influence on the damage taken, so that tanks would ideally want to be soaking some of the damage to keep it at manageable levels.
Just need more fights with multiple targets. Or adds that spawn that need to be pulled away because of teathers of damage to much or a special debuff that will kill main tank if they try to tank adds
Not that I don't agree that tank swapping in normal content would make it more fun, but the reason you still need 2 tanks for normal mode is because the savage/extreme version is designed for two tanks and usually does have tank swaps.
But also, keep in mind, it would be terrible for there to not be 2 tanks in the normal mode as is. In my experience, one of the tanks usually doesn't know what they are doing with their job, much less how to resolve the mechanics, and has main tank syndrome where they always gotta be the MT. The other tank is just there to take up the reigns once the MT inevitably fails.
This is all great discussion, I love some of the ideas even from people who disagree with tank swapping. Productive criticism is essential for the health of this game.
That said, just one other idea. FFXIV is known for massive phase change spectacles in some fights. Imagine if after a phase change the boss said "It's time for a new dance partner" and immediately switched to the OT for the second half of the fight placing a debuff on the MT preventing them from getting aggro for 1-2 minutes.
Gives the OT something to do, MT can't just provoke back (because we know most would thus invalidating the swap), and the party is under a little more pressure knowing if the OT dies during those 2 minutes the MT is debuffed, it is a wipe.
Someone also brought up the idea of having the OT protect the group. It made me think of the EX1 trial from this xpac where the pillar is used to block the fire. In normal mode you could still have that but instead of having the fire move with the boss (thus forcing the group to move), a more casual version would only have the OT move.
For example, the boss summons a add, that add goes to swipe or blast the party so the OT needs to stand somewhere to block the blast for the entire platform (with that happening 3x at a different location each time), or if it is a swipe the OT has a button mashing shield event. We've had these before but usually the whole fight stops in normal mode for them, imagine if the fight continued while the OT was off to the left creating a massive shield and blocking the attack with the button mashing mechanic and doing it at least twice in different locations.
What other ideas does everyone have to keep an OT engaged?