Quote Originally Posted by Absimiliard View Post
Tank healing is so good in part because of how fights are designed lately. More often than not, the timing and amount of incoming damage is such that tanks will be able to keep themselves and others up reasonably well. A better solution than ruining the fun of tanks (and yes, the extreme survivability they have now is easily one of their most appealing qualities) would be to simply increase mandatory damage to the point tank cooldowns are no longer sufficient to maintain both themselves and others. In other words, you engineer situations where tanks are forced to focus on keeping themselves up. This in turn would leave DPS at the mercy of healers.

The lion's share of healers would be satisfied with a few more damage buttons for themselves and actually having to heal, no? Tanks get to continue being a one-man army, healers finally have a job to do, and DPS ... well, DPS really wouldn't notice a difference I don't think. Aside from maybe being a lot more likely to die if they're stuck with a bad healer.
Why should tanks get to have fun at the expense of healers? Why even have a trinity at that point if tanks can spit on it and solo everything? Tank sustain absolutely needs to be reduced.