Quote Originally Posted by Japaneseschoolgirl View Post
that won't help, even on single target a war can get up to near full if they know what they are doing. the more targets just make it easier.
if War is going to be the self healing tank, then it's going to be like this no matter what.

but also ask why. Most healers I encounter can't handle drk in dungeons. i'm god awful as a healer and I can still comfortably heal a drk in a dungeon. so we just go war to get it over with. Also war provides newer and less skilled tanks a safer way to do dungeons.
Honestly if a healer can't keep a DRK alive then one or both players is doing it wrong. DRK is easy to keep up, even as the weakest tank, from a healer point of view I consider it to be the best balanced in the mit/heal department. On the subject of WAR being a heal tank: I don't have an inherent problem with a tank that mitigates through healing, it's actually a cool concept that I replicated in a different MMO using the healer class, the problem is that WARs heals are not balanced as mitigation in normal content, it just completely replaces the healer role. This is a clear failure of the balance team.

I've said it before, I'll reiterate here: I'm not out to destroy WAR, I'm not seeking to break savage, I simply want to curb WAR's excesses in normal content in a way that has minimal impact on everything else and bring the content up to meet the current power level.

Quote Originally Posted by CKNovel View Post
Good news, we already have content where Bloodwhetting used to be weaker and damages taken were bigger. Shadowbringers dungeons started to hit harder.
This resulted in tanks being encouraged to use Arm's Length. So this resulted in an increase of standard and player skill but still on the wrong plan - Single target healing and tank mitigation.

What I believe dungeons needs to focus are the party wide healing and mitigations. Healer primary role is to heal the party, yet the amount of damage DPS and healers takes is minimal!
That's my point, even if you nerf Bloodwhetting and all tanks self healing, the "trinity" is meaningless as long as DPS and healers takes minimal damage.

That tutorial doesn't work as a tutorial.
I can support increasing party damage, I was saying to a friend the other day that NPCs have too low sustained damage output in both single and multi-target manners, obviously in boss fights and trials one can simply throw out more raidwides but how do we go about it for pulls? I know everyone hates enemies that ignore aggro to target at random - I think with good reason, it defeats the whole point of the tank.