Originally Posted by
CKNovel
No, your primary job is to heal the party.
But I do agree you should have more to heal in dungeons, I've made suggestions and brought dungeon data about that remember?
I've also pointed out that even if you nerf tank sustain to the ground, you would still use only half your kit, remember?
That's exactly my critic, you act as if there was only one way to fix the healer problem and put all the blame on BW/Tank sustain. That if we don't the trinity is in critical danger.
But you're not trying to fix a trinity or make the game funnier for healers, you're simply trying to save your ego.
Here's some facts you try to avoid at any cost that goes against your boogeyman:
-In a whole dungeon DPS and healers takes around 300k~700k unmitigated damages over 12~14 minutes, DPS HP can easily go beyond 100k and even reach 150k.
-SMN, SAM, DNC, RPR, VPR, RDM and MNK mitigation+healing can cover way more than 700k damage, making them able to self heal.
What do we do, ask them to not use their healing tools? Nerf them to the ground as well?
I haven't said "give healer something else to do while I heal myself", thought it's true I believe healer role should be more than managing HP.
I've said: "Give healer more healing to do for the party", you're free to re-read my posts about the way too low damage taken in dungeons.
We wouldn't be here talking about Bloodwhetting if dungeons were doing significant AoE that requires healing.