It's a much larger issue then tank balance or "warrior op in dungeons" (though i agree please remove BW per hit heal it's absurd)
I've made this point serval times and people look at self healing on tanks in a vacuum and say "remove it it's the problem" But in fact it's way more complicated, it's how tanks are entirely designed to be uber defensive (have you seen the mitigations) ontop of having strong self healing tools in a low output games which all three play a factor into how absurdly strong tanks feel Theirs also a point where healer kits are also overtuned.
I think theirs not really a simple solution to fixing the tank healer dynamic without completely overhauling everything about tanks and healers, which is obviously very much needed in the current design as the trinity system as of current is not working and will not continue to work unless something is done.
I'd argue we can't just simiply "nerf tanks" because then they'd feel terrible (they already do infact) we need to actually overhaul them (and healers) simple adjustments such as removing healing from tanks or whatever will not "fix the trinity system" Theirs so many problems that I think we need something much larger to happen.
Gunbreaker isn't very far off Paladin, infact it has way more controlled healing. Healing stats also because DV/Shake are AOE both shields and heals (which are counted as healing) PLD auto healing from magic attacks (which imo should very clearly be removed, paladin shouldn't be a life steal tank it makes no sense)
Warrior is actually kind of bad in 4man content because its AOE damage sucks, you really dont need the excess healing it brings once you get better gear, Drk can comfortably tank with very few heals, I'd know I play DRK in dungeons i barely need any heals.



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