
Originally Posted by
Claymore65
Somewhat off-topic, but from a game design perspective Tanks and Healers are in the game for far more reasons then "unavoidable damage".
No need to edit when the premise is already wrong.
They are there for one simple reason: Fantasy. Some people want the protector fantasy, other the samaritian fantasy. That much we can agree on. But that aside, it's really just un-avoidable damage - positionals, aggro and even aggro swaps can be facilitated in other ways (such as aggroing the closest person), you don't need dedicated tanks for that, nor do you need dedicated healers to reduce stress from avoidable damage - healing does not equate to dedicated healers. It also reduces teamwork, as jobs that would have to be done by everyone (like health/aggro management or even party support) can be assigned to the dedicated roles. It makes the game a lot easier, as it turns it more into a tank&spank (which is THE boss design of the trinity) where everyone only got one job, rather than something complex where people need to communicate. (At least, until boss mechanics ignore the trinity and target the DPS/healer anyway)
But arguing with me over "that" can get rather excessive, so it's best we just leave it at that.