While this has been my experience as a tank and a new player in other roles, there is another factor people forget.
Tanking space in endgame is limited. In every MMO I've ever tanked in it's been an issue. Every one needs more tanks for leveling but, once you hit end game there is a surplus. You have to prove yourself, kick other tanks in the balls and hope other tanks get bored/quit to even have a shot in most cases. The standards for tanks end up much higher gear and skill wise than necessary and starts to trickle down into leveling, damaging the entire role.
This has a tendency to kill off a percentage of existing tanks that might have been in the roulette and deter people from continuing or changing to the role without friends to back them up. Taking them out of the duty finder one way or the other.
It used to take a lot longer for this kind of mindset to become community wide. Now it seems to be almost instant. There is no magic cure. It is a sociological problem.
TLDR Quit hitting yourself.
GIFSoup


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I think you get 4500g atm? So make it 16-20k. Yes it seems like a lot, but that's the point. People would actually get off their chair and start leveling a tank pronto. Don't mistake me though, this new amount would be for the adventurer in need reward for any DR, so it wouldn't just be for tanks. It'd be for anyone. It's just that most of the time, it's tanks that are needed as we know.
This sort of reward would genuinely get people to play tanks more I think, and equalise the imbalance in roles. You'd get a lot more tanks wanting to use the DR, and in time probably start seeing more Healer needed and possibly even DPS needed. *That* should be how the adventure in need reward should work, it should actually incentivise ppl, not just be "Oh here's a little extra for the coincidence of lvling a tank." Compare that against 200 primal ex/coil runs for a job exclusive mount - which is nice yes, but wow. Reasonable concept but not a very good implementation imho!






