Quote Originally Posted by Thunda_Cat_SMASH View Post
Further proof that healers are OP? ^
Scholar is, xD

But jokes aside, it isn't just healers or tanks being OP. You can achieve the same "nerf" by simply making things hit enough. PotD sort of does this actually. If you attempt to do big pulls, especially on higher floors. You're... gonna have a hard time. I was leveling Gladiator on floors 30-40 once and we triggered an increased spawn trap. Despite two healers, they were struggling to keep us all alive while I was struggling on aggro just due to the sheer heal and DPS said healers were trying to balance. Not having a tank stance didn't help any either. Still, it was... a lot of fun. We all had to work. Had our MCH not dicked off in another room, we probably would have survived it too. I'd like to see something similar for dungeons. Surprise big pulls, aggro breaks, a mob or two that needs to be targeted down ASAP. Basically, stuff that makes the group each have to pull their own weight and feel accomplished in doing so. That way, when we can do bigger pulls and survive later in the patch cycle's life or even have to wait until the following one, it feels like some form of progression. I couldn't tank ten mobs day one, now I can several months later. As it stands, dungeons are a joke the moment they launch, and just become a chore.

When it's better for Melee jobs to flat out ignore mechanics and just let the healer heal through everything. There's a problem.