Absolutely this is a team game.
You know what also is a team game? Football/Soccer.
If your defender is running ahead to get the ball on the other side of the pitch so they can score a goal the manager is likely to be like "what are you playing at?"
Team games sometimes have structure and roles for players to fill so the team can work together and fulfil those roles and help ensure a successful game. MMO's like this work to a role-defined structure.
In our "team" we all have roles and each of those roles are defined so there's more cohesion in a team and how they run content so content can go more smoothly, without unnecessary wipes and without there being a free-for-all. Anybody who decides to say "screw that I'll do whatever I like screw everybody else" is not a team player.
A tank is there to take the aggro of any enemies and take hits for everybody else. Therefore it is the tank that does the pulling. The tank decides how many things they're confident or happy tanking. If they're a team player, they'll consider their healer in this equation. Because it's not just about how many enemies they're comfortable tanking but how many the healer can heal through. Of course, to an extent people can step out of their roles to help out in another way, like Red Mage rezzing or throwing vercures (when needed), Ranged Physical offering an AoE shield, Paladins casting Clemency and healers & tanks DPSing. But pulling for the tank sadly is not helping anybody.
A DPSing pulling for them is screwing with that and making them pull more than they (or the healer) might not be happy or confident with. Yes, unfortunately it does mean it's down to a mix of the tank and healer to control the pace of a dungeon, which makes sense as they're tasked with keeping everybody alive.
My philosophy is if the DPS is doing that on purpose and if I know the healer and I'm tanking, I'll let the DPS get away with 1 pull and ask them kindly not to, beyond that, they keep their aggro, after all they wanna tank? I'll let them tank.








