Quote Originally Posted by CKNovel View Post
Dungeons and normal are the easy, story modes. They're designed to be steamrolled by anyone.
Asking to balance jobs for the easy mode is counter productive as you'll impact the job performance on all content.
It's a reason, I suppose, I don't find it particularly persuasive. Designing content to be steamrolled is exactly what brought us to the point where we have a dozen or more threads above difficulty with dozens of people insulting eachother. It's also the reason why the divide between casual players and savage raiders is so significant with midcore unserved. It should be entirely possible to maintain a difficulty curve and the content be balanced.

Quote Originally Posted by CKNovel View Post
Savage and ultimates are exactly the modes where balance matters the most. If you nerf Warrior because you find them too strong in the easy more, they'll be weaker because some people are complaining about dungeons.
Imagine if you nerf something because it's too strong in the tutorial, it doesn't makes sense, correct?
Yes, actually, it makes perfect sense that you either adjust something because it's too strong in the tutorial or you adjust the tutorial because it's not teaching properly as a result of that thing being too powerful. Preferably you adjust both in smaller degrees to reach the same balance point which is what I want to see.

Quote Originally Posted by CKNovel View Post
And let's be real, if Warrior had bloodwhetting removed, people would then move on to whine about other tools. Even if tank were nerfed, healers wouldn't make use of their full kit in dungeons.
Dungeons are the problem, they don't deal enough damage and all damages are mostly focused on the tank. Fix them and you'll see less complaints about WAR.
Which is why I'm not suggesting removing bloodwhetting or anything else from the WAR kit, simply adjusting it in a way that maintains it's savage/ultimate power without breaking the rest of the game for everyone who plays that. In a holy trinity setup that is actively enforced by the game's primary group finding apparatus (the Duty Finder) all three points of it should be properly enforced lest your "tutorial" is not doing it's job. Teaching healers to do dps at the expense of their intended primary role (a role demanded in savage/ultimate) by having WAR do their job for them is doing nobody any favours, healers, tanks and dps alike - especially in savage content where people then have to completely relearn their jobs.