Quote Originally Posted by Reginald_Cain View Post
Hmm. I can see the problem better when dps perform well. Still not convinced majority of healers in df could keep up if tanks got their healing gutted. Tanks would need something in return for losing it
Quote Originally Posted by Reinhardt_Azureheim View Post
Tanks can be designed to make reducing damage their focal point over HP recovery. As for the sustain of the current tanks, it could be comfortably reduced with minimal issues.
….
Tanks have a bucketload of mitigation to begin with and then have even more recovery. Either they could make incoming tank damage actually be much higher to warrant all this healing (and get lazy players to use it), or they could cut over half of it with minimal repercussions.
It’s not necessarily the fact that tanks have healing as opposed to more mitigation, but that the end result is that tanks can stay alive well enough that they don’t require the healer to be playing the game in normal difficulty content. DRK was really strong in normal content before it even got the Abyssal Drain buff because pressing TBN three times in a single dungeon pull is really really strong, in addition to everything else it has.

Reducing tanks’s ability to stay alive means now you need both your tank and healer in duty roulette to know how to play the game, which would be simultaneously a blessing and a curse. But it would cause problems with high end content that’s designed with these kits in mind, like it’s a big deal that we can press TBN/Bloodwhetting/Sheltron/Corundum as many times as we can in DSR phase 6 because it has five tankbusters. I think the devs have put themselves into a corner in this regard, and if they ever want normal difficulty content to ask more of tanks/healers then they’d have to increase its damage but they might not be able to take away tank abilities unless other things change (like by moving the ability to keep tanks alive more towards just being healers’ responsibility, which again is both a blessing and curse).