Quote Originally Posted by Sjol View Post
The problem is SE seems to want to make content that REQUIRES every ability. That seems more like the core problem.
Yes, I really don't like being forced to use tank limit break. However, I have found some really good moments to use it that didn't require it. Just got to be enormously experienced and quick to get it right. When you've seen how a wipe happens in content hundreds of times, then you just know the exact moment that a tank limit break can save it.

For example, I was in Innocence recently and they did the thing of ignoring the blue tether. They built up a few vuln stacks. This tends to result in a party wipe, despite killing the adds successfully. So I changed history by using tank LB3.

I like how it went in Byakko ex, where you could choose either to DPS LB3 or Tank LB3. I also think that in a fully MINE run of Garuda ex that if you kill spiny plume too early the backup option is a tank LB.

Another example of optional stuff is in Shadowbringers, the trash packs would cast damage buffs or other advantages or devastating raid-wides that made it harder for healers. A tank had to pick out the correct enemy from the 50 they had pulled and interrupt it. If they didn't, it was (and still is) harder for the healer. It's not impossible for the healer, but it will often be a wipe if the tank doesn't interrupt, especially if the tank is also not good with mit or sustain.

It's worth having these little things, even if most people don't use them, just so that you can feel like the game has a bit more depth.