Quote Originally Posted by ThurinTurambar View Post
So i've been doing some more roulettes recently and i have noticed a bit of an unusual thing about some players.
Basicly tanks that overall play decently with their mitigations etc, however once you look at the animations they're doing you will notice something very peculiar. They are doing 1 or 2 aoe attacks and then switch to their single target rotation.

I believe that trusts are at fault with this, as npcs in them dont do aoe attacks, so you're better off just attacking what they are attacking, however to a newer player or someone who is not experienced with tanking, this is a big trap and it makes the party's experience worse for it.

Personally i've had a situation where i ripped aggro on one of the mobs, doing my normal summoner aoe rotation. The tank did not get the aggro back at all, i had the mob on me till it died, despite standing pretty much on top of that tank.

So my question is, should the game be more forceful in teaching players how to behave in dungeons, or maybe change how trusts work?

I know that trusts are bad on purpose because people just afk farm them, but wouldnt it be better to just reduce the rewards when doing it this way and have the npc be actually good?
In this case you shall have a look to the beginner arena. It clearly states out for DPS roles to do two chores:
1) If Adds Spawn for and go for your healer -> Take them out
2) Attack the Tanks Target

It is literally described in the tutorial for beginners on how DPS shall work in Dungeons.
You can of course disagree with it (and would be correct) - but then it would force a different thinking on dev level. As long as this is the concept of teaching new players is it of course the same rule they follow with any in build functions.