Quote Originally Posted by Rithy255 View Post
So we shouldn't actually try to fix the core fundamental issues and just remove sustain so you still never actually heal much because the outgoing damage is still too low?

You do realise just removing sustain (other then making tanks more miserable then they already are to play) will just lead to a Band-Aid fix where healers maybe more needed for ultimate's but wouldn't entirely be anymore fun, it's a really low bar for me to just advocate for removing tank sustain and ignoring the problem.

Maybe you'd be content with healers going from never needing to heal, to placing one ogcd heal on the tank extra, personally I want better for both tanks and healers.
Damage needs to be increased across the board but building increased damage on the jenga tower that is current tank sustain is not the right way to go about it

Tank sustain is so overpowered in casual content you basically cannot outscale it without completely overwhelming all but the best healers immediately. There is no functional middle ground where healers of most skill levels can keep up while damage is enough to challenge healers but also challenge tank sustain levels. It just doesn’t work

And I’m going to be a bit mean here but tank sustain is directly affecting the healer role I don’t care if nerfing tank sustain makes tanks feel worse. Tanks shouldn’t have it in the first place. It’s like if healers were better agro controllers than tanks and when tanks asked healers agro to be nerfed healers responded with “but controlling agro feels good don’t ruin my class” even though that feel good action is way way way outside of the classes design paradigm