Quote Originally Posted by Rithy255 View Post
this sort of clear is fine because it's more difficult to not bring a healer.

I think it's fine if people challenge run and use suboptimal comps to clear without a healer as long as it isn't the norm.
I would 110% be on board with this logic process if it was possible to have a no tank challenge, but that's not possible. This creates a skew in the balancing of mechanicis and class design alike, making tanks disproportionately more powerful than all other classes in the balancing sense.

Tanks - Mitigate, DPS, Heal
Heals - DPS, Heal
DPS - DPS

If tanks can DPS 30% as well as a DPS, and heal 30% as well as a healer, then DPS should be able to mit 30% as well as tanks and heal 30% as well as healers. Healers, equally, should have 30% the DPS of a DPS, and 30% the mit of a tank. What we are seeing is not proportional, and as a result leads to skewed gameplay, such as bored healers being borderline unnecessary, and tanks solo running things freely or doing 'tank only runs.'

As a WAR player, I'm shooting myself in the foot saying it but this isn't how you balance games or mechanics. This just leads to a predictive path of Tanks being the most bang for your buck in leveling, gameplay, strategy, and tactics that will only increase over time. I think this is the mechanical keystone that is destroying everything.

If a tank can provide 30% the DPS of a DPS, heal 30% as well as a healer, but also get to mitigate better than either with a more dependable up-time, then you have a very real problem on your hands with creation of balanced mechanics.