Your claims about GCD and OGCD heals were general statements about healers in savage content, not about their interaction with tanks. About specifically healer interaction with WAR tanks you said "WAR could lose all of its self-healing and healers would still not be healing." If you meant "not be healing with GCD heals," you should have said so. But saying that sounds a lot less convincing, doesn't it?
Besides that, tank heals are regularly far to strong compared to heals from healers. Healers pay a heavy price to do strong heals, while tanks seemingly get them for free on top of all the usual tank advantages. Uniquely WAR gets low cooldown OGCD/inherent healing against groups of enemies that is far stronger than any healer can maintain with a similarly low cooldown, much less while also keeping up their damage output.
Trinity MMO's have avoided balancing between roles by giving roles unique capabilities, and making those roles required. Healer/dps can't survive holding agro. Tanks/dps can't do significant healing. Tanks/healers can't do enough damage to finish the fights fast enough (due to enrage or player preference).
FF made the mistake of removing the uniqueness of the healer role. Far to much of the healer role is shared with tanks (mostly WAR, and gee I wonder which players think that is fine). It is at a point where healers and tanks have so much overlap that healing balance is starting to favor tanks in certain situations. And that balance cannot be fixed by only changing content, that would require impossibly strict content balancing and the healer role would still be to dilluted to avoid regular "healer not needed" situations for any slightly easier group content. Either healers need a massive buff, and all content needs to be reworked to accommodate that, or tank (self and team) heals need to be toned down.
Show me another MMO with a trinity healer role, where healer players are fine with a tank (like WAR) that heals its full health bar multiple times without losing dps and on a low cooldown, when fighting groups of enemies. And where healers can't maintain single target healing output higher then that tank's selfhealing against groups.



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