Quote Originally Posted by Rithy255 View Post
Not really because changing damage profiles doesn't just automatically kill DPS or healers the fact I have to say this is ludicrous, but because I'm not 100% on board with deleting all self heals I suppose any argument I make here will be seen as a issue with healers, because they cannot genuinely comprehend that self healing isn't really the issue in of its own. More damage would mean more consistent damage output and more single target damage on the tank from the boss and pulls, which counters your idea that it would mean healers/dps would just automatically die, which makes no sense in the first place.
So, let me understand this right, you want to dramatically increase boss damage output, but not touch to the raid wide AoEs then? Just the boss single target attacks?

Okay, sure, but as I think I've already stated somewhere else, I don't understand the logic still. We used to have tanks standing at 4 in defense, with random dungeons doing like 2 in terms of threat, now tanks have been cranked up to 10 so obviously nothing can even remotely threaten them, so you'd want to increase trash and boss damage to 5+ in order to threaten them again. Then I'm asking, what have we gained? Nothing. You've just made everything more lopsided and just kept a dividing factor of 2 between AAR/HW/SB and your idea and you now have come full circle for nothing. The only roles that are left behind are DPS and healers, even if the damage you increase doesn't directly concern their survival (if you say it's just boss single target damage and trash damage).

You do know that tanks were also able to self heal before they became absolutely unhinged in EW+ right (yes obviously, you say it later in your post)? Difference is, it required skill, and had more in built limitations than "I just press a stupid button every 25s like a monkey and I get 3 benedictions" - I'm not saying that's what you want, but I really don't understand your logic.

Quote Originally Posted by Rithy255 View Post
Tanks should be able to heal themselves, again the fact you think any amount of self healing is a issue
I'll stop you right there. I never said this and I think you're not reading what I write.

Quote Originally Posted by Rithy255 View Post
Though I'd be interested if the devs tried to move more away from the strict trinity system as I think it's become a problem with how this game has evolved Jobs are too restricted in one direction if we go back to tanks can only do "x, y and z" ect. It would also encourage them to give healer jobs such as white mage and scholar more fun dps rotations while also not making them healer exclusive, though this is all cope from me.
At some point that's another solution, since it seems unlikely they're gonna backpedal and suddenly start to reintroduce actual roles for tanks like enmity management, resource management (notably regarding their self healing), enemy positioning, etc. I would have balked at the idea before pvp showed me otherwise: tanks aren't more tanky than other jobs natively, they may have 5k HP more but they don't have innate mitigation more than anybody else. What they do have however, is strong defensive tools that they have to use at the proper moment, and depending on the tank, by also using them on the correct targets (notably WAR with the self healing from damage dealt). Suddenly you get tanks that can take damage like everybody else, that require healing like everybody else, unless they're using their defensives at specifically chosen times.