Quote Originally Posted by Avoidy View Post
Yup, knew I'd get this response. In a game where you can play every job, I ... play every job! Fantastic rebuttal though. Have a reddit upvote.



Sorry if I missed your original posts on this. We're at nearly 20 pages and I stopped after the first 3 because I got so tired of just seeing the same types of posts over and over again.
I can understand being put out by the current system. It's not great. I'd argue (and I did, in my OP) that there are ways to make healer feel like its presence matters in dungeons without gutting the fun out of WAR's kit. Going off of the logic in this thread, you'd basically need to nerf PLD and GNB as well, because if you know what you're doing on those jobs you don't really need a healer as those tanks either for dungeons. And the reason is like, yeah, they have self sustain, but also and more importantly, nothing really hurts in these trivial ass dungeons. If they just made the content itself more aggressive, more painful, and more interesting in general then we'd have a need for healers, we'd have actual fun dungeon content, and we wouldn't have to remove skills that lots of people actively enjoy to do it.
Why does a tanks “fun” hinge on being a healer, if you want to heal then play a healer, not have the tank be a blue healer