Quote Originally Posted by Jeeqbit View Post
As much as it feels unfair to healers, being able to survive without a healer's help feels really good.
For the TANK, sure, because...

Quote Originally Posted by Jeeqbit View Post
There's a reason people get so excited at WAR+3 dps dungeon runs. Because it is, actually, fun.
...is the problem.

Basically, we have a Trinity game where Tanks are ALSO Healers, meaning Healers have no place in normal content, only in hard mode stuff. Which feels bad for the Healers and is bad for the game.

I do agree Tanks should be masters of protection and mitigation - not of HEALING, too. IMO, it'd be cool if we took most of the DPSers mitigations and gave them to the Tanks, but stripped Tanks of any party heals. They can have their self-sustains, but they shouldn't be healing up the entire party on the side. Stuff like Intervention or Cover or Passage of Arms are good, stuff like Nascent Flash or Shake It Off are not. DRK gets it - it has TBN and Oblation it can put on party members, but those things reduce the damage they take, they don't act as heals.

.

I disagree with Valkyrie about 2.0 being the best and it all downhill from there. I strongly disagree with that.

But there's so much healing on non-Healers and so much mitigation on everyone (except WHM) in Meleewalker that it's just absurd. Go look in the Healer subforum here and see how they feel about WAR+3 DPS runs. To give you a hint, "jaded" or "salty" don't even begin to describe it. Same on Reddit. In both places, I've gotten demolished for suggesting that Healers are at all okay in this game, with the very reason they site being Tank + 3 DPS runs being the optimal way to run content and 8 mans only needing 1 (or sometimes 0) Healers.

While I don't think things are as dire as they do...they're absolutely RIGHT about Healers being devalued in the current content model. And a big part of that is Tanks have so much HEALING and DPS have so much healing and also mitigation that it's breaking the Trinity.

Would it be fun for Healers if they had Taunt, a slate of mitigation abilities that let them eat tankbusters for breakfast, and outdamaged SAMs and BLMs?

Probably.

But would it be good for the game if 4 mans were routinely Healer + 3 DPS and 8 mans were frequently done with 0 Tanks, even Ultimates?

Probably not.

Put yourselves in the other role's shoes and then ask yourself how you'd feel if it was your role that was completely redundant and unneeded in general content and the optimal way to clear 4 mans was without your role in them.