
Originally Posted by
Lyth
Tanking and healing are team-orientated roles. If you mess up, it impacts other people. That can be frustrating for those other players, oh no. But if you try to take away that potential frustration, tanking and healing lose their value. This has probably been the single biggest complaint from both the healer subforum and our subforums this expansion. We get that you don't want to interrupt the DPS single player experience, given that most of your lovely sub/mogstation money comes from them. But if you cater too hard to that, nobody wants to play the other roles.
Oh no, if the tank messes up positioning and movement, my positionals will be affected. Solution: Boss tanks itself, and probably is standing off the edge of the map.
Oh no, if the tank dies and wipes the raid, I will die too. Solution: Mitigation is trivial, squishy robe wearers can take boss autos, and there's a backup tank twiddling their thumbs waiting for the chance to provoke.
Next expansion: Due to concerns about tank mistakes impacting other players, we will only allow one tank in the arena at a time. All other tanks will be placed in cages outside, to be released into the wild one at a time when the previous tank dies. And if they all die, Thancred shows up to tank the boss.
The fact that we actually see the fight designers actually trying to give all three tanks something to do in an alliance raid is a baby step in the right direction to keep your tanks all from chain provoking the boss off of each other in a fit of sheer boredom (oh wait, that's another issue). Here's a suggestion. If you don't like being dependent on marginally competent tanks and healers, why don't you play these roles? Oh wow, I think I solved the tank/healer population problem: the devs just need to stop catering to DPS players telling them how these roles should work.