Quote Originally Posted by ShadowyZero View Post
that you want fights to hit harder or do something that heavily requires healer mitigation.... thats what you're asking for right?
I've also survived some sections as a DPS. DPS can take the slack when the tank is down to a certain degree, but most players wont be able to pull it off so there is a balance of execution.

I would otherwise agree with your statement about encounter design, the issue is that not all encounters are always going to be the same.
And they certainly wont go back and add mechanics to old fights either, so everything up until now would remain the same.

So about encounter design; If let's say there is a poison debuff, it would have to be a tank only poison debuff that requires the healer to esuna it, since that poison would have to be incredibly stong so much so that a DPS would probably just die in 1 tick, let alone healers. So you would have to introduce certain tank specific debuff's that a healer has to keep an eye out. This is somewhat of a good way of doing it since Tank busters already kinda work this way where as a healer you want to put shields on tanks etc. But even a tankbuster in normal content is often so little damage, that the tank just naturally recovers all health either on their own or via regen.

So alot of encounters would have to have these new tank/dps specific debuffs, the healer has to keep an eye out for. But now you have an issue of the healer spamming esuna everywhere and doing 0 dps.
It can't be a simple poison debuff for all either, because the Tank can just ignore it for the most part.

So, since these new things wouldn't be implemented in old encounters I do think certain tanks need to reduce their survivability. Mainly Pal and War.
My main Tank is DRK and I already feel like I have too much survivability at times and it only has 5 abilities that have cure potency. No traits that increae the potency of those.

War has 8 PLUS 2 traits that increase their cures.
Pal has 10 abilities with cure potency and 3 traits that increase cure on some of those.
Gunbreaker has 3 self cures. No traits.

I'm not saying gut everything or even to remove the abilities, just make those abilities do something else than cure or remove the cure potency of the move on some.
There's a clear imbalance on certain tanks and what they can and cannot do that directly effects party based content.

I am playing a multiplayer game and as such I expect multiplayer content and I'm in a party I expect teamwork to some degree.
And when I see a tank solo a boss, that tank just ripped all the fun out of my game experience and I certainly didn't learn anything from the actual boss fight cause I died to a mechanic I had never seen before.
And to get better I would have to experience the boss, but the tank just didn't let me do that either.

While I agree encounter design could be one way of approaching it, it still wouldn't fix the main issue of certain tanks just having too much.