Quote Originally Posted by lezard21 View Post
I think that the best and most fair solution would be to have dungeons, trials, raids, etc. have an individual minimum DPS objective. If you fail to meet that objective you are not able to roll for loot or it doesn't count for quest completition.

Or add time objectives to dungeons, example finish within 20 minutes and you get bonus gil/exp/items, finish within 21-30 minutes and you get normal exp/gil/items, take more than 30 minutes and you don't get rewards.
The people who need the rewards the most are the ones who take the longest, though. You want to run with people who can't do their rotation AND have worse gear than what a dungeon gives?

Quote Originally Posted by lezard21 View Post
- A dungeon where the groups of mobs respawn if you don't pull and kill them altogether (like that Guildhest no one runs) to teach tanks to do wall to wall pulls
They literally do the opposite and put gates/doors in dungeons to prevent bigger pulls, which they've been doing since ARR. They saw how people wanted to run from the start straight to the boss in Amdapor Keep and said "No".

Quote Originally Posted by lezard21 View Post
It's under Prohibited Actions of the ToS-> Obstruction of Play. You are preventing people from progressing with the game by purposefully pulling single group of mobs.
But you're compelling a certain playstyle, which is also against the ToS.