Ok so how is it that Eos or Selene could finish the dungeon? If we are looking at equal playing ground, Eos and Selene represent survivability. You are the one who said we could take all the time in the world to finish, "regardless of speed." You take 2 DPS with you and AFK follow on your SCH, which you seem to think is a real thing at sixty, more so than the whm who is watching netflix spamming cure, along with that tank. Assuming you nor your pet get cleaved and die, Dungeon gets cleared. This time, the healer afks at the start of the dungeon. They still clear, because tanks survive, especially "regardless of speed." So what does Eos or Selene bring to the encounter? They let the tanks pull a little more, which helps them clear faster, but this is all "regardless of speed" remember, so she doesn't really bring a true benefit if the tank could have survived all along. Man tanks are broken.
If you balance a game on the lowest level content, you can't have high achieving content. Gear alone shouldn't carry you through everything, like it does in Expert Roulette.
Just saw this e.e
How about instead, we create a punishment mechanic, you know to keep healers on track. DPSing wasn't a good enough way to keep you busy, so well add healer only mechanics:
-Whenever you overheal by more than 50% of someone's health, you lose 20% of your max mana. (careful with those cure III's!)
-Whenever you stand idle for more than 5 seconds, you gain a stacking healing down debuff. I'm sure some mechanics would exploit this.
-Using the same healing skill twice in a row, even on separate targets reduces its potency by 50%.
-Reduce the duration of all HoTs to 9 seconds and Shields to within 5 seconds, to keep the healers even more active.
-Raise or Resurrection cannot be used with swiftcast. Healers should feel this punishment. Keeping people alive is their only job at this point. If the DPS died to a mechanic, you need to decide if they are worth raising.
Both of our lists will not make it into the game and thats a relief to me.