The discrepancy between a good tank and a bad tank is so ridiculous at this point that you simply cannot build future content design on the current tank sustain kits and then give healers more to do without absolutely overwhelming poor healers when they get a bad tank
Like imagine if you went “okay let’s take PLD’s current sustain as the baseline, we expect the tank to do this must sustain and will build future healing design around this”, firstly let’s ignore that that doesn’t fix the current 5 expansions trivialised by tank design let’s just focus on now if you have a bad tank that doesn’t understand their buttons and other expectations on the healer it’s going to overwhelm a less competant healer because they he content is designed with expectation of competency of the tank in mind.
It would be so much easier balance wise to lower the power of a tank who knows what their buttons do than it would be trying to build future design on the house of cards that is predicting a baseline expectation of the tank from the current massive discrepancy in output an individual tanks talent can output
You also have to consider in order to give healers meaningful feeling to their gameplay then tanks have to give up somewhere. Like say you the healers need to heal an NPC that if they die the boss one shots the tank (sorta like old aery final boss), in this case the tank is still reliant on the healer so their excessive sustain allowing self determination is meaningless and may as well be cut, if the NPC dying doesn’t kill the tank then the healers role is still inherently meaningless and the engagement paper thin.
A role with the name healer simply does not function if there isn’t a baseline necessity for a healer to actually heal to keep the party alive. That isn’t healers being selfish and demanding more, that’s simply in a game that has a trinity but also has content that is agnostic to the trinity healer is the role that will suffer the most, they have to have more extended to them to get an equitable experience



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