They're not unrelated. Find a skilled tank who thinks that 100% tank-stance is a good idea. You won't.
The only people who think it's a good idea are people who don't know better.
Then why would you ever bring the other two tanks? Either the solo-tank method results in easier clears and higher DPS or the double tanks do and the other becomes entirely irrelevant.
This is why I said you can't make that argument with any intellectual honesty. You clearly have none. There are numerous examples of this selectivity slapping you in the face -- solo-tank fights, AST until 3.4, PLD before 3.2 and in certain fights like A12S, AST vs. WHM post 3.4, 2.X anti WAR MT sentiment, the strength of SCHs and WARs, etc. -- but either because of sheer ignorance or just complete dishonesty, you choose to make the argument anyways. Your example is empty because it has no support at all. All you offer is empty rhetoric. "Yea, SE can just balance it." Oh really? Like how they've balanced PLD vs. DRK vs. WAR? or AST vs. WHM vs. SCH? or MNK vs. NIN vs. DRG? or BRD vs. MCH? SE already has a bad track record balancing just job vs. job and now you think they'll be fine balancing even more variables? Like I said. Either sheer ignorance or just complete intellectual dishonesty.
It should be that way? Pure hypocrisy. A healer shouldn't be forced to DPS more just because you want to DPS less. According to your logic, if DPS isn't your job, it isn't the healer's job either.
Balance is an issue. Why? I'll answer it together with this --
Yea, and it threw content design and job balance into the trash can. And no, the turtle tanks didn't make that possible. Terrible content design made that possible and SE has went out of their way to try and prevent it ever since.
If you've done assigned debuff mechanics like A8S Gavel, A3S Digititis, A7S Jails, A11S GA, etc. with 1 person down, or duo mechanics like A7S indicator + prey for jails, any mandated tank swaps or target spreads, A3S gaol, etc. you would already know what happens when you don't have the correct composition because someone is dead. Stuff gets stupid. People get debuffs they shouldn't get, mechanics resolve in ways that they shouldn't resolve, and any reason and logic the encounter design had goes out the window because your party make-up is not normal. If you make it so that SE suddenly has to design and tune content for 2/2/4 comps, 1/2/5 comps, 1/1/6 comps, and 2/1/5 comps instead of just for 2/2/4 comps, you are going to see the homogenization of raid mechanics and boring encounter design because they are forced to cater to a wider spread of comps.
A lot of mechanics are only possible because we have a specific comp. When SE can't design a mechanic assuming you will have 2 tanks, that limits their design options. When SE can't design a mechanic assuming you will have 2 healers, that further limits their design options. When SE has to design a fight for anywhere between 4-6 DPS, that further limits their design options. No more role specific stuff like A4S Quarantine, A12S time-gates, etc. They'd have to homogenize all those mechanics because there is no guarantee you'll have a second tank or second healer.
So basically, like I said, to imply that solo-tanking should be a thing is also to say that you want SE to take a huge step back in terms of their raid mechanic creativity and design.

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