The sense comes from when players find dumb ways to exploit things.
Say you're a healer who has more throughput than the tank, but you spend 20% of your time healing so your average DPS is about equal.
What happens when you spend 15% of your time healing? 10%?
At what point does it become more worthwhile to let the Tank die and have someone insta-res them with weakness because you pumping out more damage yourself is more effective than their 100% uptime and you stopping to cast GCD heals (Most notably would be the case of a DRK using LD when there isn't a WHM with Benediction available, why bother spam healing them when you can just nuke the boss and Swiftcast Raise)?
At what point does the meta become having PLD spam Clemency to heal themselves/the MT because their DPS is not worth as much as a Healer forgoing healing?
At what point is it more valuable for Tanks to run about soaking orbs meant for rDPS/Healers because it allows the Healers to sit still nuking for more overall DPS?
That's the issue of having inequalities in the off-role when it conflicts with a main role. You start to dumpster the role that has a less effective off role by ignoring your main role.
When the off-role doesn't conflict with the main role, then there's complete freedom to have the off-role be as effective as you want, because it can never cause people to sacrifice their main role and thus make others do it for them, in order to better facilitate their own, superior, off-role capabilities.
This is where on the face of it, it sounds balanced to have the role with lower uptime on DPS to thus have higher DPS capacity to average out the same as a role with higher uptime on DPS. But such a scenario can cause players to look to exploit mechanics in order to simply focus on increasing the higher damage role's uptime at the cost of the lower damage role.
It means that instead of waging the same battle we've been doing for 6+ years at trying to not get gimped stats/gear, we can instead get normalized stats that the devs don't need to keep trying to mess with.
Leading to the opportunity to focus on other topics, such as having a more engaging tank role or at the very least, a somewhat interesting DPS rotation.
To say nothing about how prog raiders, world first racers and speed killers would all find it notably interesting to have not only more base damage on tanks, but also better scaling so that tank gear has a slightly larger impact on overall DPS (It'd also be a slight boon to BRD too since buffing both the tanks via songs will net them a marginally higher rDPS total)



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