Quote Originally Posted by Voryn View Post
Nerfing tanks will break the content where all their mitigation and healing is actually needed to survive (Ultimates, week 1 Savage, and stuff like M6S adds phase).

The consequence of requiring your healer to stay alive would mean that you’re basically guaranteed to wipe if your healer dies to a boss that isn’t almost dead. This wouldn’t be that common in 8 player content since that requires both healers to die at the same time, but you’ll probably get walled for a while by certain dungeon bosses if your healer is a first timer and is dying a bunch. The occasional dungeon run where the tanks and dps beat a boss without a healer will now become a dungeon run where you do a boss over and over until the healer learns it.
Tanks already have several mitigation options to keep their healer or other party members alive (Cover, Intervention, Nascent Flash, Heart of Stone/Corundum, TBN, Oblation) and every DPS has some form of mitigation or heal. If a healer dies at the start of a battle then it doesn't seem fair that they have to spectate for the rest of the fight whilst a tank heals the rest of the party without any issues. Nerfing the amount of self healing they can do also lets healers use their single target GCD heals more often, alleviating glare/broil/malefic/dosis spam.