
I think you missed the part where just last page you quoted me saying I have no issue with them making healers more interesting, but not at the expense of other jobs. You're preaching making them better at the expense of other jobs. I don't know what sort of "gotcha" this was supposed to be, but you completely missed it.
Tanks being damn near invincible already comes at the expense of the healers, something has to give and asking for the tanks to remain as-is will only fix part of the issue.I think you missed the part where just last page you quoted me saying I have no issue with them making healers more interesting, but not at the expense of other jobs. You're preaching making them better at the expense of other jobs. I don't know what sort of "gotcha" this was supposed to be, but you completely missed it.

Why would I need to? The subject isn't on the quality of who I am as a person, the subject is on why healers are so bad. And a lot of people here are misdirecting their anger, pointing it almost entirely towards tanks. Why not inward? Why does one role have to be brought down so another can have a purpose? The answer's easy, it doesn't actually have to happen like that. So the people here getting mad at the existence of tanks, well... I just don't respect them. No reason to.
I haven't missed it. I just don't agree with you. I know that people want a pacifist type solution to this problem by correcting the encounter design or reworking healers. I just don't see how either of those things will put the game in a position where teams aren't effortlessly clearing new content with no healer due to OP tanks. That's just my opinion of course and ultimately I don't design the jobs of the game.I think you missed the part where just last page you quoted me saying I have no issue with them making healers more interesting, but not at the expense of other jobs. You're preaching making them better at the expense of other jobs. I don't know what sort of "gotcha" this was supposed to be, but you completely missed it.
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