Quote Originally Posted by Sylve View Post
I still think parties should be 1 Tank, 1 Healer by default. Tank swap mechanics always feel like they exist exclusively to justify the presence of a second Tank.
The default party comp has to be 2 tanks and 2 healers for the sake of providing a safety net - all difficult content would suddenly become way more unforgiving if just one tank/healer messing up and dying lead to wipe in most situations, since there's nobody to pick up the boss or heal until said person is rezzed. They don't want to put all this pressure on just one person by default.

That said, SHB could certainly use some fights that could be solo-tanked, they really went out of their way to prevent it this time. On the other hand, if they don't add mechanics for OTs then that's pretty boring for them too, but the tank mechanics have been so unengaging lately that it really feels like just forcing 2 tank comps(well, last tier+ Ruby at least, can't talk as much about current tier as I've dropped tanking bc it sucks now).
We should have more mechanics that actually require tanks to co-operate, like Target Analysis. Including OTs in thread with Voke/Shirking in SB was also kinda neat, if it wasn't for the excessive aggro dumps on DPS/healer jobs. Lowering overall tank damage taken and making majority of busters doubles has also lowered the importance of planned swaps for cooldown optimization(same for those fancy OT cds they just gave everyone), which sucks.

Boss Autos need to be punishing rather than Busters being the exclusive threat to a Tanks life.
The sad thing is that in SB autos were the actual main threat - especially with random crits. Removing those and lowering tank damage intake has really hurt both roles imo.