Look back at Labrynth and tell me how often having 6 tanks in the group was useful (very little). There was absolutely no point to 6 tanks in that dungeon except the first boss, and for them to play "click the towers" in Behemoth. For most fights, having that many tanks was completely superfluous. SE probably decided that it was smarter to just add 3 tanks for 24 person fights, because you didn't need the other 3 for the majority of fights inside the dungeon. I'd rather have less tanks than have fights centered around 6 tanks, giving them menial tasks like push a button, or purposely having them getting caught by the Death Claws.No, their solution to DPS complaints about Q times is to reduce the number of tanks needed to 1 - at least in Void Ark and parts of Crystal Tower. I really hate to tell them this, but in the long run, this is just one more factor that alienates people who actually enjoy playing tank.
Can't be that hard to come up with a mass battle with 6 Bosses simultaneously splitting the 6 tanks 6 ways.Look back at Labrynth and tell me how often having 6 tanks in the group was useful (very little). There was absolutely no point to 6 tanks in that dungeon except the first boss, and for them to play "click the towers" in Behemoth. For most fights, having that many tanks was completely superfluous. SE probably decided that it was smarter to just add 3 tanks for 24 person fights, because you didn't need the other 3 for the majority of fights inside the dungeon.
Can you say with a straight face that you expect 6 DUTY FINDER tanks to coordinate and pick an ad each when 90% of the time, you can't even do it with 3 because they're all fighting for agro on the main boss?
Taking that aside, I agree that a fight like that would be pretty cool, but like I said in my last post, look at all the instances in Labrynth were tanks were given menial chores during a fight because the devs couldn't find interesting ways to incorporate 6 tanks into one boss fight.
yup. first boss of CT when CT was relevant was the most fun as a tank, it got much worse when they reduced the number down to 3.
You didn't need all 5 tanks to pick up adds, they only spawned 3 at a time, and a DPS or healer could easily tank them as they did no damage (yes, even when CT was relevant content). Getting anyone to do anything correctly in CT was a nightmare in itself. Shifting the responsibility onto only 3 tanks makes it easier to pinpoint who's messing up and how to fix it. It's better now with 3 than it was with 6, but it does turn people away from tanking 24mans if the queues are 30min - 1hr.
Nice, now I can kickback and dps on my blm
Life's a tease.
Can't wait for the daughters to ZZZ! Tonight's the fun! ^^
6 tanks in a 24 man raid was completely unnecessary and ultimately just led to a lot of asshattery cause nobody wanted to OT.No, their solution to DPS complaints about Q times is to reduce the number of tanks needed to 1 - at least in Void Ark and parts of Crystal Tower. I really hate to tell them this, but in the long run, this is just one more factor that alienates people who actually enjoy playing tank.
1 tank per alliance is all you really need. Look at it this way - you are guaranteed to get whatever tank gear drops.
Well if you do get into the q as a tank, you are 100% on getting the tank gear that drops.
|
![]() |
![]() |
![]() |
|
Cookie Policy
This website uses cookies. If you do not wish us to set cookies on your device, please do not use the website. Please read the Square Enix cookies policy for more information. Your use of the website is also subject to the terms in the Square Enix website terms of use and privacy policy and by using the website you are accepting those terms. The Square Enix terms of use, privacy policy and cookies policy can also be found through links at the bottom of the page.