Quote Originally Posted by RyuujinZERO View Post
I've been saying for a while since they nerfs to Healer, that tanks would never stand for it if they had 1 or 2 attacks, and a dozen defensive/threat skills. Afterall their 'role' is holding threat and not dying; NOT dealing damage right?
Tanks are also complaining about the simplicity of their kits, but one thing we need to get straight is that a tank might be a tank that must focus on keeping mob aggression on themselves, but they are also melee fighters. Causing damage is not only a natural part of their role, it is also a form of building enmity, so it is extremely important that they cause damage and a lot of it.

Healing is different, and not comparable to tanking. Tanks don't have to turn their attention away from causing damage in order to perform their primary function. This is even more true with 5.0 changes, but has always been true with the existing meta. Healers OTOH, have to stop causing damage in order to perform their primary role.

But the devs recognise that tank's fantasy is that of the warrior in shining armour with a giant weapon who stands between the enemy and his allies. but for some reason they can't accept the vision of a combat healer or battle tactician who uses magic/wits to both protect their allies and ruin their foes.
The healing community just might be the most diverse of the three roles. I also think it's the role that can be designed all sorts of ways and still work because the only thing that matters with them is that they can meet the healing requirements of any particular encounter. Whether or not the devs have designed tanks to conform to a 'tank's fantasy' I cannot say, but with healing they are dealing not only with a lot of varied expectations, they are also trying to blend all of that in with their own idea of how they want healers to play. All of it is a pool of clash, and no harmony to be found anywhere.

The notion that healers should accept having literally 3 attack skills that they spam ad nauseaum as filler 'because their role is healing' is absurd, and I for one won't stand for it. I've been SCH main since 2.0 early access but that ended with ShB, the new DPS rotation bores me beyond tears.
The majority of DPS jobs have very limited self heals. Is this notion absurd because their role is DPS? No one is pushing for more self heals on DPS jobs though. Why do you suppose that is? Despite that DPS jobs have less survivability than healers or tanks? Is it simply GCDs not spent on damage = less damage?

Glare is readily available with 300 potency at the cost of one GCD or one button press. I play melee DPS jobs, and I don't have anything like that. That doesn't mean Glare makes WHM better at DPSing. What it does mean is that DPS skills are consolidated for healers. Instead of 1-2-3. That hits with 100pot, then 200pot, then finally 300pot; they just get the final string in a combo and call it a day. The same is true for their AoE and DoT.

In short, healer DPS kits are still functional despite their simplicity, and I think the devs are pushing for the three roles in the trinity to behave more traditionally. This basically means that if you want a more complex DPS rotation and see big numbers, then play a DPS job. I know that's dismissive, but I also get their reasoning behind it.