Quote Originally Posted by Greedalox View Post
Neither is going slow and playing phone games with one hand and and mouse targetting your skills here and there in a dungeon while a regen holds you up fun for everyone. Alas it's up to the person who's actually doing the pulling, playing a tank lets you set the pace for your group. You can't always have your cake and eat it too in group content.
Essentially, tank = leader. Part of the duty of being a leader is knowing your group. If the leader can't understand the workflow of the groups efficiency early enough, that player is a failure and should NOT be in that position to determine what happens. Going at the speed that is acceptable for that group is what needs to be done. Compromises must be met if all players are not of equal skill, since if you force something too difficult upon someone, disaster awaits and can significantly increase the very thing you wanted to avoid (more time playing in the dungeon/game). On the other end, forcing situations that do not promote increased difficulty does NOT increase the likelihood of disaster. Comparing the two really doesn't work when the problem is the increased challenge which, more often than not, is because the player is new or not equipped for it. The "leader" and fellow party members tend to fail hard in those situations though.

Mind you, putting said new/undergeared player in a situation that is possible for them to struggle through isn't a bad thing. The problem is that "possible" part and a number of people assume that to be an assurance with literally zero risk involved. In lv60 content, go ahead and assume it if you know you can carry the burden of the group for the majority of a worst case scenario (e.g. an i240 tank doing big pulls in older dungeons). If the other players don't say anything to contest that plan, then whatever. If someone does, and they still go ahead with it, the problem is that "leader" (the tank, in this case).