Quote Originally Posted by Sapphic View Post
And pretty much only needed for one fight. Everything else can be done with max 2 tanks. aka behemoth and the giant. The other tanks are just pointlessly stood clicking towers. Thus the reduction of needed tanks in CT and WoD as it is easier to design content for 3 tanks rather than 6, and TBH 3 tanks is overneeded for CT and WoD as well.
IMO Labyrinth is designed backwards. The first battle splits everyone up... from a central location. It should have started from 3 locations.

It would have made more logical design sense to split the raid into parties of 4 and start them in different locations (think FF6's final dungeon.) Then after they defeat the boss of that area it unlocks the checkpoints for the other parties, the first two parties to hit the checkpoint become Alliance A, the next two become Alliance B, and the last two become Alliance C, and the next/final boss requires A B and C to do different mechanics (eg like with WoD's Cerberus.) That ensures that the "best" alliance is formed to take on the hard job.

A meaner setup would actually take that idea and do a bit of a "weakest link" elimination so that it starts with 24-60 solo players, and ends with the "best" 24 before the final boss. That would essentially allow "everyone on the server" to queue for it, regardless of their job (eg it could be 6 tanks, 6 healers, and how many DPS are sitting in queue,) and players that are truely bad at their job just get ejected before it forms an alliance with the remaining 24. The only reason that this doesn't make "good" sense is because you would get players who never get past the elimination round the majority of the time, and the only way they get to finish is by having people volunteer to drop out. It would also likely take too long as players would have to vote off the weakest players, and those that know they are bad will just wait for the timeouts to spite everyone.