Quote Originally Posted by Sylvina View Post
Tanks should be complimented for staying in TANK role and holding aggro too. I don't get the constant insistence on tanks doing the DPS job, regardless of the balance requirement that tank dps be within a certain percentage of dps dps.
But why "stay" in tank stance when you can survive just fine, at greater gains typically to your own DPS than available to your healer, after having already gotten plenty of aggro? To butter your "role" with a smattering of misplaced pride while actually contributing less?

Quote Originally Posted by Kuwagami View Post
Not to mention you didn't understand what I was talking about. In a MMO where tank dps is neglictible, all the "I solo the entire game" thing doesn't exist. Tanks can't really kill mobs alone, dps get killed if they try, etc.
How is it more fun to need a near perfect allotment of healers or a bulwark of non-DPS just to get the simplest of things done? By all means, make that case for stronger mobs. (As it is already, in many a FATE or A-rank...) But why should I need a healer and a tank to kill dire-mite?

Forcing
players to cooperate because of painfully restrictive parameters does not make the overworld fun. Overworld designs that allow for creative cooperation does. And the funny thing about that... those things tend to work better without ripping out or neglecting prior mechanics (e.g. the near-complete removal of CC in dungeon content at 50+, leaving systems such as melee range detection on moving targets or pet responsiveness at dark age levels, etc.) and inflating mob damage and passive role distinction to force trinities on people.