And yet it was in fact YOU that said:
You will note that my reply was in response to your claim there.
Oh and, it will NOT take an incredible rework to make this MMO have a pure trinity. They could do it by simply nerfing tank and healer DPS.
Numbers like this are not a matter of design needs, but design preferences. They are very easily changed.
WoW has in fact had a period where tank's had higher DPS than DPS, and the top healer was a match to any mid-range DPS. For about half of the 'Cata' expansion, they had a stat they called Vengeance that got higher and higher the more aggro you had - and it then boosted your DPS. On any big pull, the tank with aggro alone could do the DPS of the entire rest of the part COMBINED... It kind of became a bit of an issue... because tank swaps got tricky when the other tank lacked all of that absurd threat lead, as soon as a taunt wore off, the first tank would get it back for some of the classes... and the top healer, the 'Discipline Priest' - primarily healed by casting an attack spell, which caused EVERYONE in the group to healed for the amount of DPS that the priest did... and it scaled absurdly well back then...
A few patches later and things were "WoW normal" with tanks at about 80% of DPS (where they are today), and healers either at 0 DPS, or for the Discipline Priest... maybe 50-60%... (the Disc priest has currently been nerfed into near unplayability, at least up until I left in patch 7.2...)
- So WoW went through a more radically swing up and down than this game has ever seen or is seeing now, and people managed to adjust to it. I am not saying the swing WoW did was a good thing, but that the game and it's community survived it.
These issues can be adjusted pretty easily...
A fight takes '100%' to defeat... all the devs need to do is divy up that 100 into different ratios between the roles.
Right now they seem to presume that the balance should be, in a Full Party: 10% for each tank, 10% for each healer, and then 15% for each DPS.
The community on the other hand seems to think it should be 15% for each tank, 15% for each healer, and 10% for each DPS... The amount of slack this community allows DPS to get away with is astounding given how tight the demands are that it puts on the tanks and healers... I could understand it if we were 'extreme mode' about everyone's roles, or if the community was 'lackadaisical' about everyone's roles... but the fact that there is no pressure put on DPS in this community to actually DPS is just... peculiar...
But they could easily make this 5% for each healer, 10% for each tank, and 17.5% for each DPS - and the only thing they would need to do for that is adjust how much damage your abilities do in your 'role stance' and then "weaken" key aspects of the 'out of role' stance.
For example, WoW used to cause tanks in DPS stance to take 10% more damage from all attacks and lose their crit immunity... This actually persisted for about 5-8 years of the game's lifespan and tank players 'learned' how to handle solo content despite it... (there were actually 3 stances for people on a tank 'spec'...)