Quote Originally Posted by CKNovel View Post
The cool thing is that I can use the argument both ways thanks to the data I provided.
What if we removed all healing from DPS and tanks, only healers can heal? Well, healers still wouldn't make use of their full kit.
And then what will happen when people get gear, more defense and just destroy the trash before they have a chance to put the tank in danger? Do we nerf their damages now?

The trinity is simply not applied.
It's not in danger or anything, the dungeons are undertuned in a way that even if someone dies the party can easily recover without losing time or wiping.

I've told you already and presented with solid data you can find yourself, they can nerf BW and tank sustain, you will still have to deal with the same issues. The downsides are greater than the upsides.
Who said I was talking about dungeons. These problems go all the way up into savage. I looked at a log of mine from my raid main for M3 just then and 57% of the healing the WAR received came from themselves, I as the SGE contributed 20%, the AST contributed 18% and the rest was the DPS. Of that 20% I contributed 19.1% came from AOE heals that just happened to hit the WAR

The healer kits are too strong but you are literally doing more healing than I am on yourself, that is completely ridiculous in a savage fight, dungeons are broken 8 ways from Sunday but let’s not pretend like this is just a dungeon issue. This savage problem can be applied to literally any single target content which is functionally anything besides dungeons.

In dungeons your argument basically boils down to “just because tank sustain isn’t healers only problem that means it absolutely doesn’t need to be fixed” which is a stupid argument. No one thing will ever constitute 100% of a problem, doesn’t mean you don’t tackle big easy to fix problems first