I am in favour of making this game a bit harder.

Some context that led me to this thought:
I had the pleasure to do Deltascape V4.0 MILNE this weekend for the first time, it was a lot of fun. However, I had someone in the party repeatedly insist that I use my invuln to invalidate some of the tankbusters. Thankfully my co-tank was happy to do tankswaps + tankstacks with me for the relevant tankbusters.

I also did UwU blind up until the final phase with a static and tankswapped every Ifrit tankbuster. I didn't find out until after clearing it that most people invuln it.

I don't like the idea of trivialising a mechanic - I can already trivialise other mechanics that would kill a DPS or Healer by virtue of simply playing a Tank class. In my mind, trivialising any mechanic from any of the trinity (Tank/DPS/Healer) isn't fun.
I want to play this content!


I realise that this means that if one tank dies and a tankbuster comes out, the surviving tank cannot use their invuln as an emergency button. So I also propose only having it be available when the co-tank dies. Or maybe. . . they should just die. . . ?


I also realise that I'm biased in that I've cleared Savage + some Ultimate content, and the average player probably has a lower skill level. But I don't know if the average player even pops their invuln in regular content anyway, so what are they really losing~?