Sure you do, for the other 3-6 members of the team.
Even if in the unusual 4 tank m4s or 1 war/3dps dungeons type shenanigans it's possible to "outheal (mit) all incoming damage" with tanks instead of healers, that's not the common circumstance the majority of players will find themselves in, and I doubt it's something one could just jump in and complete without practice. Rare occurrences or exploits like this don't invalidate the entire healer role, not everyone had or used Game Sharks. And all that says nothing of encounter design itself.
Dungeons are designed to be quick and casual daily content that any level of player with a minimum level of job experience can complete. They aren't a grinding wheel to make you shine like a diamond before going into raid content. If the expectation is that you're going to use dungeons to hone your skills, or doing it for a "challenge, well you have to be aware not everyone is partaking in that endeavor with you because that's not the purpose of said content. It's going to range from boring to interesting/challenging on a case by case basis.
As for current raids.. By my count there are 2 major heal/mit checks, one in 2s and one in 3s. It is possible to mit through transition on 4s, but my healers, at least, preferred to keep using LB. That may change as we finish gearing up, and the alpha/beta in 2s will probably just start getting skipped. As I mentioned previously there are no heavy bleeds, hp to 1, doom, etc style mechanics, coupled with the (lack of) frequency of raidwides basically everything is being over-mitigated right now. Again encounter design can't be discounted here.
If they aren't going to make encounters lethal enough require all the abilities we have, it's inevitable that all these abilities will perceived as OP and "ruining" the game. So do they just starting yeeting these abilities, or actually design content around the fact that we have them?



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