Healers only being required in the absolute hardest content is still a failure of the trinity system.If people believe that healers are unnecessary in ultimate content because of goofy records showing a couple of warriors doing UCOB, they obviously haven't experienced ultimate content. Healers are essential. It can be amusing when, on occasion, eight exceptionally skilled players pull off some trickrun-level antics for evergreen content that's been around for years. However, if you take those runs as the rule or the meta, you're mistaken.
For expert roulettes and some trials, it's true that healers might not be strictly necessary. But in those cases, neither are tanks or DPS. It might seem like DPS are crucial, but the checks can often be completed with just two players. We've all been in roulettes where this has happened at least once, and a DPS can tank nearly any buster if properly mitigated in that content as well. Classes are designed to cover for each other because the game itself is easy unless you're tackling hard content.
Once you engage in hard content, you'll realize that no mechanic can be survived with just DPS group mitigation. Every mechanic has a mitigation threshold, and none are balanced for just Addle and Feint being sufficient. Reprisals and healer mitigation are also always necessary. If you have a problem with tanks mitigating mechanics for your group, that is just unreasonable. Removing tank group mitigation would merely make them weaker DPS. Strive for more, not less. Removals should not be an option.
simple solution, make content harder > role becomes more necessary. Don't get bent out of shape over the trinity trend and enjoy the fact that it is innovating.
You wanted more from the expansion spell previews, not for them to remove things. Be creative, not deconstructive.
If dungeon finder let you not have a healer, a surprising amount would choose not to bring one.
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