I've said i think tank mitigation values are a issue into why healers don't actually need to heal much, I do not think sustain is even close to the issue, Taking away tank self heals and team healing is just removing more stuff from tanks to make healers feel good about themselves, it doesn't actually fix any of the core issues, I don't know why you are so insistent that making tanks worse will be your magical fix to healers.
If you actually compared the healing output healers have vs any tank, then you'd realise that Healers beat tanks at healing by a mile, it's not a contest, your problem is that very little healing can get you through a ultimate, so you can just go 4 paladins, with 4 dps who have healing utilities (or 2 plds 1 war in TOP), If healers were actually required to use their full kits (which they should) then you wouldn't be able to replace all healers with tanks like you would now, sure you can do that by also just removing all healing from non healers but I don't see how this makes healer fun? it's just forcing you to use it without solving how little healing you need to do.
You say the game enforces trinity but also has systems in place where you don't have to always use the trinity system, sure it's there as a guideline and enforced to a degree but I don't think a strict trinity system will work for this game, at least I think we should evolve past the baseline idea of the trinity system "tank aggro" "dps do dmg no utility" "healer heal" it' leads to very boring job design where tanks can't really be varied nor can healers be varied, theirs only so many ways a job can actually do it's job that's in a unique way.



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