1: Why are we acting so defeatist about the 'fun' factor of dungeon content? Saying 'dungeons (and content of similar difficulty) aren't meant to be fun' is effectively saying 'most of the content of the game isn't meant to be fun'. Which, in a subscription based game, is a pretty ridiculous stance to have IMO. Rather than just giving up on that entire difficulty level of content, why are we not asking for it to be made more fun, given that there's, by my count, exactly 100 dungeons in the game now?
2: Next time you take a tankbuster in those dungeon bosses, check your HP bar. Even with no defensives active, you're taking only about half your Max HP. Whatever the Healer's doing to 'make your defensives feel invalid' isn't actually invalidating anything, because your defensives have been invalidated by the dungeon boss doing so little damage in the first place. Also, you say, and I quote, 'because they spam mit/shields/healing on me'. Perish the thought, that the Healer role would spam Healing on you!
3: Nah, we'd just have a more ARR-Stormblood paradigm again. Where Healers actually press healing GCDs occasionally, instead of pressing Krasis-Physis-Kerachole-Dyskrasia spam, and then ignoring the Tank's HP on every pack because 'oh it turns out the PLD can regen 1000p every time they press their 22s CD defensive, and also for 400p every time they spend Holy Spirit/Holy Circle, and also 400p every GCD in their burst combo, and also gets a 1000p shield when they press their 2min defensive (on top of it being 40% mit)'. And that's just PLD, WAR's even more ridiculous, as we're all aware.
1: Yeh, maybe you could do that, and it'd make dungeons a bit more fun. But nerfing tank defensives means incurring the anger of the tank mains who'd have their own 'fun' infringed on, and bigger pulls/more damage would work only for certain gear levels, and outgearing the dungeon (eg if you're a Savage player) means the difficulty would disappear again, so it's a very ephemeral 'increase in fun', it doesn't last
2: This assertion (people would get walled if the challenge 'required' a correct trinity comp) A: contradicts evidence of how ARR/HW/SB dungeons played out, and B: contradicts point 1 (where you say that 'you can likely get away with making bosses do more damage'). If you make bosses do more damage, it'd enforce the Trinity comp more (until you outgear it, as mentioned above)
3: IDK if you noticed, but some Fates DO need a Tank and a Healer (Go Go Gorgimera, the turtle one in Forelands, etc.) They're special exceptions though. If you mean regular fates like 'kill a bunch of ladybugs' then you're fighting a strawman
You could, but you couldn't restore your HP nearly as effectively against bosses, in between those TBNs (on trash is another topic, Dark Arts>Abyssal Drain was a little silly (but still not as silly as Bloodwhetting is now)). Plus, you wouldn't be able to do the current level of damage AND be as surviveable as you currently are, as Grit penalized your damage by 20% while it was active. You had to choose if you wanted to be more defensive, or more offensive, but now we get both at the same time.
A WAR had to choose, do they want to restore their own HP with Inner Beast and Equilibrium, at the cost of being in Defiance (-25% damage unless they use Unchained), or be in Deliverance for Fell Cleave damage (5% more damage, plus bonus crit rate based on gauge). Now, there isn't a choice to make, they get the tankiness (via the Tank Mastery Trait), the selfsustain AND the damage, all at once.



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