You realize everything I've just said about apparent responsibility vs. apparent reward and sense of (in)dependence also applies in every example you've given here, and proportionately to exactly that?
As soon as apparent responsibility was flipped by bringing out the 1/3/2 experimental format in OW, for instance, where fights were much more obviously made or broken by DPS, dps became the bottleneck for more reason than just there being fewer tanks in the mix. In the double-sniper meta, snipers had the most agency, but also the most responsibility and by far the least leniency and quickly became one of the most disliked roles except among those who truly believed they could carry (and were quickly shamed into humility by their 'deservedly' toxic teammates if they couldn't actually follow through).
And let's be frank, TF2 hasn't half the "MOBA components" of OW, which in turn ought to have fewer than an MMO, and HotS and DotA2, at least, show proportionately less lean towards ADCs as their responsibilities increase and late-game overpoweredness decreases.
Wherever responsibility is more observed than seemingly rewarded, people shy away. That DPS have so often come out ahead only points to a poor balance between roles. It's not a matter of taking someone new to a game with tanks/fighters, damage specialists, and supports and watching them be gravitationally sucked towards that central, shiny red role. It's a matter of what they do and how they do it.
(And even then, OW is almost always a 1- to 2-minute queue for a tank, 2-minute queue for a healer, and a 3-minute queue for a solo-queue DPS, and despite the horror stories that stuck us with Role Queue, the vast majority of teams did flex off DPS into working compositions; it just still allowed for ingenuity and playing to a party's strengths (mechanical skill, awareness, tactics-mindedness, etc.). And people did seem to be a fair bit more aware of what the other roles actually need in order to best support each other back before that split.)
And yet you're convinced that tanks are avoided only because the inherently and always more attractive DPS role exists, and nothing to do with
Frankly, "WoW Clone" would be a rather gross overestimation of our present tanking situation.
I never said otherwise, nor did I ever say that tanks "don't know how to conceptualize actual tanking". The difference is in how they pointed out the problem. We had multi-role players (typically midcore or more casual) who predominantly asked that Defiance, Grit, and Shield Oath should be less of a waste, and Savage tank-mains who insisted that tanking skills of mutual cost with damage output have only ever been and can only ever be a waste and therefore should be removed from the game. Given that we did in fact get the latter, the latter seems to have clearly been the more influential. This wasn't a "DPS-pandering" change. It was made, likely in equal parts, in response to tank-mains and for the imagined "New Player"-kun.
I will agree completely that the devs should have done more to read between the lines despite there being very direct requests for exactly what we got and outright dismissal of anything that didn't take SB's facts as the way things ("bloat" of Defiance and its ilk aside) should and would work, but we can't honestly say that the suggestions of well-placed tank mains before didn't point us right to where we ended up.
Has nothing to do with my post. What part of my taking issue with XIV increasingly ridding tanks of their core mechanics and responsibilities and turning them into a nameplate + a dps kit is my "absolving them" of doing... exactly that? And for what it's worth, while I've certainly seen melee request that their tanks be less idiotic in dungeons or that their groups stack in the middle of the boss's hitbox so they can continue to position while participating in stacking mechanics, I have not once seen a DPS request that tanks no longer be allowed to position bosses. That change came out of left field.



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