This is a healer discussion thread disguised as a tank one. 'What if tanks had our problems?' Er, but why would tanks want that, though?
The underlying issue comes down to pass-fail checks. Tanks are very much dependent on fight design for engagement. You can develop a fight with a self-positioning boss that has no real 'tank checks', where one tank is forced to just be an understudy. In casual content, you can actually see tanks fighting over who actually gets to 'tank' the instance. This is in combination with the fact that tank survivability means that you can survive failed mechanics that would ordinarily kill off any other role. The frustration that experienced tanks have is that while there are flashes of positioning and mechanical brilliance in fights that let experienced tanks show off their stuff, those fights aren't being made consistently. It's harder to demonstrate value at baseline.
Healing intrinsically is built around pass-fail checks, which means it's easier for a healer to gate a party's progress even at lower difficulties, especially in the absence of raises. This is actually the primary appeal, because not everyone can clear a given fight on a healer, even if they are versatile enough to do so on every other role. To counteract issues around being gated by your healers, other roles have been expanded out to cross-compensate through either self-healing tools or non-healer raises. And I suspect that the playerbase's feedback will likely push healing progressively towards more of a vestigial 'support DPS' role in the long run like you see in some other action MMOs, with everyone bringing their own survival tools to the table.
The other issue is that, as long as tanking and healing have additional responsibilities around these pass-fail checks, their rotations will tend to be simpler than their DPS counterparts. And the problem is that while tanks are based off melee designs, healers are based off of caster designs. What are the features of a caster? Low APM. Bursts into tears and endlessly complains about how much easier ranged have it when required to move, despite the fact that their rotations are all now mostly instant cast. Relatively simple rotation with progressively less resource management each expansion. What happens when you try to simplify that further? You get the current healer design. Your issue about rotations is an inherited one. Your fundamental issue is caster design in general.
There's no point in asking 'what if tanks were designed based off of caster design rather than melee?' The question that you should be asking is 'what if healers were designed based off of melee rather than casters'? Bring out a quarterstaff wielding healer that stays in melee range and we'll have a proper topic for discussion on our hands.


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