
Originally Posted by
Adrestia
If you're interested, most trinity MMOs have had a pretty significant component of DPS managing their own threat.
In EQ for example, one of the "highest DPS" items a wizard could get was a pair of pants that had a right click effect that made the target forget some of their enmity. Because if you didn't have those pants, you couldn't chain nuke without pulling hate.
In WoW, especially if you weren't Alliance (Paladins had ridiculous threat management capabilities and were Alliance-only), the mantra early on was "wait for 3 sunders," which was the equivalent of "let the tank do a threat combo before you go wild."
In FFXI, well . . . Yeah, threat in FFXI was really freakin' weird. It's a long topic to go into, but the short story is that if you tried to straight up DPS without spending a great deal of time with your back turned or otherwise twiddling your thumbs, on most jobs, you were eventually gonna pull hate and die horribly. It required substantial discipline to know when you were at risk of pulling, and a quick trigger finger to switch to -physical damage taken or similar gear so that when you did get smacked on a black mage, it wasn't a one-shot.
FFXIV today is a lot more like modern WoW. Between the tools the tanks have and the tools the DPS have, you "should" never have to slow down DPS for anything. But if you don't make use of those tools, for example tanks not setting up a shirk rotation or DPS forgetting Diversion is a thing, well, you know what happens.