Originally Posted by
Rithy255
I don't think dungeon balance should matter, it's content designed around the msq it's meant to be clearable, non standard comps clearing it is fine and is actually pretty interesting to me, I enjoy doing tankless dungeon runs or healerless runs for fun. Not all content needs the "trinity system" especially the easier stuff. It's also "yeah tanks can feel impactful in dungeons when there isn't a healer" can also apply here, as a tank player i don't really care that healers can clear dungeons without me lol. even if 1 healer and 3 dps was dungeon "meta" for speed runs I would go "oh neat".
Problem is Tank/healer aren't really both needed to meaningful contribute one can contribute more then the other and the dungeon is still easy, honestly both can play really bad and still easily clear, so it makes sense that one good player can clear on either role it's meant dungeons shouldn't require healers to be intensely trying and learning damage profiles in a dungeon. At the end of the day is entry level content, I'm not going to be too upset that it can be cleared without the trinity system.
Does this mean I don't think healer's shouldn't be more fun, absolutely not I think both tanks and healers are suffering because the game has been so DPS focused to the point these roles have been ignored over the years and been given defensives, healing ect. that they don't really need, but even if you tuned healer and tank in ways that made them more balanced between each other dungeons would still be doable by non standard solo support comps, if you manage to make it where tanks and healers have to contribute to the point of try harding in a dungeon then good job now casual players will not want to pick up tank and healer for having too much responsibility, which they should have... In difficult content not dungeons...