I'm not talking about the textbook, face-saving, intellectually dishonest answer that typically gets parroted out as the reason. You can't control other players, but you can control yourself. Someone truly interested in efficiency would just take it in stride and push through more dps in response. I do this all the time; it takes a lot less effort than getting hot under the collar. Good tanks and healers are fluid like that. Unless pushing dps in place of spamming heals interrupts your netflix watching of course (what, are we still in the same instance?!)
I just want consistency. We seem to be removing ways in which tanks impact gameplay because, gosh, we don't want to inconvenience other players if the tank is bad. But at the same time, we seem to want to give dps the lions share of impact when it comes to deciding whether we clear a check or not. And that's my point. People who pick tank do so because they're type A personalities that want both the responsibility and impact. It shows a fundamental lack of understanding on what drives people into these roles on the side of the development team.



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