Quote Originally Posted by Lilseph View Post
I wish you good luck balancing that for every single piece of content from levelling dungeons all the way to the ultimates, and also against Piety.

The Developers always have to accommodate for players who just don't have the time for extended play sessions too. Having them blocked behind a significant grind wall is going to deter them from playing.

Isn't that literally what you're asking for? To make it so that healers are constantly healing? Why is that a problem now? Genuinely curious.

Edit: To clarify, I'm interested to know why having undergeared tanks that make it be more dangerous be something that's a problem.
1) It's a math problem. Low level content doesn't need razor sharp balance like Ultimate does. It's okay if it is a bit easier. Focus would be on balancing max level. Piety is not a problem, because it's quantity is quite limited. Very easy to make sure players don't reach OP territory via diminishing returns for stacking the stat.

2) Well, this is a point on which we simply disagree. Tome gear is incredibly easy to farm, esp if they were to cut it's cost in half. I'm ver much against balancing the majority of content in an MMO around virtually inactive people.

3) I merely pointed out what could be dangerous in the mentioned dungeon: an undergeared tank can pull more than he can handle and easily receive so much incoming damage that a healer can no longer keep up even with heavy heal spam. It's a danger that should be present in all properly tuned content and the fun lies in finding out what the particular tank and healer can handle. Now, obviously that includes pulling too much and wiping now and then, sth. that random groups are, for some irrational reason, very much afraid of. Don't ask me why.