Meh, they would have to nerf healers then to make teams rely on that utility, else, who cares really? DPS>Ultility if it doesn't increase the party's DPS.Bloodbath was roughly 25% heals from damage dealt for 30 secs and stacked with vengeance, in addition to Berserk (20 secs) increasing Attack Power by 50% which was insane when you think about it from a dps perspective since vengeance was no capped during that time. Also storms path was a flat 50% heal of damage dealt and did not scale with level unlike what we have now where it heals somewhere around 20% at lvl 80. It was insanely strong to those who know the BIIR rotation and essentially let healers dps for almost half a minute without worrying about the tank.
With regards to tank damage I think it's fine and its this whole meta of more dps that goes into every raid design. No longer is there a point where a phase transition penalizes you for too much dps like in coil. Honestly if they just redesign the fights to be more consistent with tanks keeping aggro like continuous adds or aggro resets and utilize rework tank stances back in the game I think the focus will shift from tanks need more damage to tanks need more utility.
And I dislike that, but that could probably use its own topic. I just dislike that Utility in this game is either never use or must have it seems.
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