Quote Originally Posted by whiskeybravo View Post
TBH it sounds to me like this is largely just beating a dead horse. There are good suggestions here by many people but it ultimately boils down to the direction SE decides to take. If dungeons are just meant to be casual ~15 min encounters then there's little hope of implementing any interesting or substantial changes along these lines. Personally I get the impression this is the direction they lean towards.
Dungeons can stay casual. Encounter design is a separate issue and WAR is getting singled out because when you're healing one it's far less engaging than healing other tanks. At least most tanks require some healing. WAR unfortunately reduces healer to a one attack button and a DoT. Casual doesn't equate to being able to tab out mid content.

Healers can complain about not having much to do if tanks heal too much, but what are they going to do otherwise? There's no additional layer of gameplay that exists, just dps or heal.
The dungeon formula isn't fundamentally broken. If damage is too low that's easy to fix. If there is going to be a healer in the party though, the other party members can't be self sufficient. Some in this thread have claimed that healer complaints are misplaced, and dissatisfaction directed at WAR should be focused elsewhere, but that's totally wrong. If WAR wasn't problematic, it wouldn't have been given any special attention.

it's both rewarding and enjoyable to execute your role responsibilities (even if, yes, it too is a bit shallow)
Hence the complaints. WAR prevents healer enjoyment. Is the fun of WAR really from constant full self heals? BW could remain if the healing was reduced. That wouldn't break dungeons and would still give WAR some control over healing.

It just circles back to what is the level of challenge, if any, SE intends for any given content to have. If the general direction is to keep things on the casual side for dungeons, and empower tanks to greatly alleviate the burden on a healer for efficient completion, then indeed they need to make sure each tank has equally viable and effective options for doing so. I mean, I for one would like a reason to finish leveling and maybe even occasionally play as another tank. Even if WAR was significantly nerfed I don't think I would switch, the other tanks would presumably still be lacking what they lack now so really there'd still be no point.
If equally viable means all tanks get BW, dungeon healing would have no value. Absolutely zero. Ahead of any responsibility to alleviate healer burden is the need to make the game worth playing.