Quote Originally Posted by Aria_Mihgo View Post
Yep, I don't get why you can't just run to where the mob is beating on the DPS (especially if it were a melee that was pulling hate).
So let's say the boss "takes off" within the first 6 seconds to chase a ranged DPS ... you run after it and continue your combo, then move it back into place.

Also BLM can take 2 hits with Manawall, or reduce their enmity generation with quelling strikes, BRD can also use quelling strikes.
So let the overzealous DPS (especially if they really are i90) tank for a second or two. It probably won't kill them, and if it did, maybe they shouldn't be pulling so much hate from the get go.
I just told you. Running over to the other enemy means you STOP focusing on what you were tanking before and give opportunities to lose the threat lead on it.

Basically your theorycrafting only works under the most ideal situations. You are completely ignoring the actual realities encountered when playing the game, which is bad DPS or not, when the party wipes the tank gets blamed and people are quick to vote abandon.

I lost count of the number of times I had a group decide to abandon Ifrit Hard after 1 wipe because the DPS couldn't be bothered to take down the nails, or people who can't get the kill order correct on King Mog. The DPS blame the tanks / healers and then abandon the encounter. That's the reality of the gameplay you are not taking into consideration, so any ideas that involve asking unreasonable players to be reasonable are not practical solutions to balance the game.

Expected Player behavior is not how the game should be balanced. You balance according to actual player behavior.