Quote Originally Posted by LeonKeyh View Post
Great. You had to say something. Some of the posts in here were incredibly hard to read and I was so glad that it was over.... -sighs while grabbing popcorn-



It depends on your definition of "overpowered", but I would completely disagree with the premise.

The only real reason that a full group of healers may have trouble doing things like this is because they specifically designed a reused mechanism that helps to "ensure" that you have a tank, tank busters. If it weren't for tank busters, you'd likely see groups be 1 healer and 3 DPS which flies in the face of tanks being "overpowered". The real problem is that the mechanism that pushes for inclusion of DPS (enrage timers) are ultimately tuned too low. The reason why you see full tank clears is a combination of a reasonable amount of self sustain on top of mitigation, but more importantly skills that allow for tanks to swap aggro.

You're not seeing these clears because "tanks are overpowered", you're seeing them because they have tools that allow them to control the enemies and work together well as a team. The power is in the synergy rather than the role/jobs itself. But, better tuned enrage timers would create a DPS requirement which would preclude these tools from being used to get around the intended group make up in content.
Yeah, you've got it. I just think it's interesting that all roles can DPS to a certain extent, can heal to a certain extent. But when it comes to tanking no DPS or healer can handle even a single tankbuster. Well, except for BLU, but it can only do that because it has the freedom to not limit itself to certain types of skills.

As for enrages, it can't be too tight - this may mean content designed for an average to goo party can be done with only great tanks. You could also make tank and healer dps trash tier, but that would bring to the forefront that these are tests to pass, not fights to overcome.