

The main assumption on why so few players play tanks and healers is because those two roles bear too much pressure. So, it's not really a bad thing to even that a little more.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
Generally agreed. Though, while I'd prefer that DPS have a larger set of responsibilities (apart from just not dying) in, say, 4-man content, I've never really felt like dps have any less effort required of them in most 8-mans content, given the increased difficulty of their rotational performance; it might not be much more than tanks', but I feel like it at least compensates for swapping in/out and popping defensives, which is about all that remains of tank-unique mechanics.


That's the tricky part since "pressure" and "effort" are not really the same. For me, tanks have been the easiest jobs to play "decently" pretty much since the beginning of ARR.
But "you have to push your DPS even if it cost you tanking capabilites" has been an extremely important aspect of tanking, and only put even more pressure on those that considered trying.
Now, you still have to push your DPS, but 1) it doesn't cost you anything and 2) it has less impact, so if it takes a little time to adjust to mechanic before doing very good DPS, it will be hard to blame you for enrage. And, if you went the DPS route because you felt that you wouldn't be as accountable, now you'll be.
Y: I usually compare FFXIV with a theme park, but the Forbidden Land of Eureka won’t be a place where everyone would want to go. For example, there are people who don’t want to go to horror houses because they don’t see the point in getting scared on purpose. For example, on a date, the boyfriend might want to invite the girlfriend to go the horror house, but the girlfriend just doesn’t seem to find it fun. In other words, it’s not like everyone wants to go to the horror house, but there are people who just love the adrenalin rush they get from it. Think of Eureka as something like that.
My point is, though, that the pressure of tanking amounts to someone screaming at you to breathe steadily and keep your pace. It's being screamed, so it of course feels oppressive... until you realize what little is being asked of you. The disparity, in either direction, is probably the largest reason we have as few tanks as we do. The pressure is high until it's perceived nearer to effort (slightly lacking, in some cases, at least compared to its obvious further opportunities for interaction), but that initial period is enough to scare off many more casual players just as the end is enough to lose the attention of players wanting a more intense experience.That's the tricky part since "pressure" and "effort" are not really the same. For me, tanks have been the easiest jobs to play "decently" pretty much since the beginning of ARR.
But "you have to push your DPS even if it cost you tanking capabilites" has been an extremely important aspect of tanking, and only put even more pressure on those that considered trying.
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