Quote Originally Posted by nitee View Post
I'm not sure exactly what could be implemented to best prevent this, but perhaps things such as, allowing vote dismissals or the ability to leave the duty while engaged with enemies, or fight design that could prevent tanks soloing in the presence of a light/full party.
We can kill two birds with one stone. Stealing an idea that would make healing more interesting:

Quote Originally Posted by Sebazy View Post
SE don't really need to go back to ARR style encounter designs, but rather they need to look at what made those otherwise really rather basic bosses such good fun when the modern day equivalents like Alte Roite are almost universally derived.

Ramping up the damage on tanks, allowing bosses to keep auto attacking through casts, allowing those auto attacks to crit, bringing back non telegraphed mini tank busters and additional aoe procs with normalised RNG chances to really keep the healers on their toes. Make us sweat, make us have to keep an eye on the tanks, make us have to keep an eye on the melee. ...

Basically, more incoming damage coupled with less predictability.