Paladins sustain just outright isn't as bad as warrior and easier to solve without changing much, aka removing all of the healing from magic attacks, Warrior has Healing tied to every single of its cooldowns at massive potencies (a lot of data such as savage fights only show pld a bit behind because your generally going to use your attacks regardless while warrior will save a lot of their defensives for when needed) Paladins self healing is absurd don't get me wrong but doesn't hold a candle to a warrior who uses all of their sustain constantly.
Personally I enjoyed 6.0 paladin the most because i liked having that complicated rotation while having a lot of self healing tools, though I'll admit the magic attack healing just isn't needed strictly speaking they didn't and shouldn't have added as much sustain as they did, I don't know but perhaps you wouldn't want any at all which is your opinion but adding some amount of sustain to the one tank who didn't have any despite being the tank identity most related to healing.
Also it depends on your definition of a "tiny amount" I think 2000 potency worth of self healing per minute (or two Terta uses) is a acceptable and fair amount to have on a tank if it's their Only form of sustain because I fully agree with you that PLD shouldn't be able to keep both healing on magic attacks and holyshreltron/intervention (I count both as they're similar skills that cost the same amount of charge difference being one goes on a target the other doesn't) for a tank hp bar that's at most half your hp healed per minute which shouldn't be a problem.
Why wouldn't you grumble at other tanks too? Paladin isn't the only one with sustain, Gunbreaker for one has a insane amount of sustain I'd argue even better then Paladins because you can control it's output more and it has a burst heal excog rather then a regen, the main difference between paladin is that it has a AOE heal/shield so in savage fights along with passive healing it outputs a lot more on sites that show healing rates for tanks. Dark knight is also really good in AOE and I barely need to heal Dark knights despite them having the least amount of self healing, because a big part of it is the mass amounts of mitigation.
My problem is and it goes back around to what I've said if you want to look at tank kits, great awesome lets reduce down everything rather then looking at one thing thats a problem, you seen skills like Guardian? now that's POWER creep. Lets make these skills weaker along side reducing down sustain and the passive 20% mitigation tanks have, rather then just taking one aspect out of tanks kits entirely is all i've been saying.
Lastly yeah SE doesn't read anything here, we're all just screaming at a wall hoping changes happen because the game is in such a bad state, Though I think if they were to realistically listen to any feedback they would unironically remove sustain and leave everything else the same, that's literally how they balance things through major expansions is remove something because some person complained about it and then call it a day. Rather then making bigger steps and changes not to just make tank kits reasonable, but to add more fun stuff to healers aswell as the active need to actually heal.



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