I'm not sure it's that simple, really. This game isn't a case of "stop being lazy and bad", it's a case of design issues from the ground up. This is SE's first stab at this kind of grouping, and it shows. Tank classes that barely have any tanking abilities until higher levels, only two classes being able to tank and no new ones on the horizon, there's some design problems present that keeps people from not just playing tank classes, but from playing them inside of instances. I can't tell you how many gladiator\paladins I see roaming FATES because it's just less stress for them than joining an instance, especially at lower levels.


Add that to party sizes just being too small... 4 person parties was a terrible idea, when the standard is 5 and SE's own earlier party size was 6. There would be lower queue times with larger party size.

In short, adding more rewards won't really make more people put on their tank job. Working on tank design so it feels more cohesive from level 1-50 and adding more jobs that tank in interesting ways will lower those queue times. Tall orders, but those are really the only long-term solutions. Anything else is just a bribe that most players will become bored of in a week.