Or increase everyone else's self-healing too and essentially remove the healer role. Make it support DPS with rezzes and a couple additional party heals.
Honestly seems easier this point.
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Or increase everyone else's self-healing too and essentially remove the healer role. Make it support DPS with rezzes and a couple additional party heals.
Honestly seems easier this point.
Honestly seeing how there are so many horrible healers out there now I’m glad tanks can sustain themselves. Now I’m not talking about the amazing healers we have so don’t come for me lol.
Playing through this expansion Omg I can’t tell you how many unnecessary deaths I’ve had and seen due to healers either just refusing to heal or just don’t know how to heal. I’m glad tanks can sustain themselves and others now. I’ve had some good tanks where the healer died and we killed the dungeon boss still. Yeah it might make the healer feel like crap but hey if you not gonna do your job then at least tanks can cover it to some extent.
I’m all for this tank sustainability. I hope SE doesn’t change it. Just my opinion.
You're legit complaining about self-sustain in the lowest possible denominator of content...dungeons that means absolutely nothing apart from a means to get exp or get tomes as quick as possible, period. So what if tanks can recover a healer screwing up and saving a dungeon boss, "oh the humanity!" even though Paladin has been doing this for the last four years. ¯\_(ツ)_/¯
you will need to wait until normal mode raids come out, or even more preferably Savage before you can even remotely get close to a baseline average to see how tanks are actually performing, as dungeon content is no way remotely close to a means to balancing jobs.
We can already see it with extremes. No point in waiting when non casual content shows
No idea what is this about, PLD and WAR were able to solo dungeon bosses and sustain other DPSs when the healer died since Shadowbringer, this does not invalidades the Healer in any form, when the healer dies for the tank to be able to pull it off the rest of the group need to play super safe and not take extra damages specially if the tank isnt a PLD.
If you rly think having a little bit of extra healing makes healers useless i'm sorry but you're wrong. Also having this freedom give tanks the possibility that only PLD had back in the day to eventually save a run with that extra healing avoiding a healer or co-tank death.
If there's something that can invalidate healer, thats the Warrior being able to pull off wall to wall pulls with almost no need for healing, but considering this is restricted to dungeons I dont see much problem either.
being able to be versatile and adjust to every situation is a pro to me not a con
You guys really hate fun, don't you? Nothing literally wrong with tanks being able to sustain themselves in dungeons. It makes it fun and gives the healer the ability to DPS (I know, gods forbid that). DRK used to be able to do that, but we got that taken away from us. And now you want to take it away from the other tanks? Come on now. Let people have fun in their video game.
It's funny you mention that, we can add "big dungeon self healing" to the list of things they take from DRK kit to give it to the other tanks instead now too.
Too bad they gave you multiple DPS skills to use on a healer, sorry. And it is balanced for dungeons, they gave everyone several AOE skills and combos because they know people just wall to wall high-level ones anyway. These dungeons really don't have much damage in-take to warrant you starring at the tank's hp bar the whole time and only throwing a heal here and there or regain. I'm sorry if you just want to play a "pure-healer", but it just doesn't work that way (but of course you can do it regardless, I don't pay your sub). Let players learn their toolkit and be good. Not their problem if you just want to sit there and heal. But knowing the balance team, they'll probably listen to you and who ever else shares the same opinion. You have nothing to worry about in the long run.