It's really annoying when people keep arguing that being required because you gimped tank healing is the same as fun. It's not. Paper tanks are not fun. Healing is not fun.
Making tanks suck won't fix healing.


It's really annoying when people keep arguing that being required because you gimped tank healing is the same as fun. It's not. Paper tanks are not fun. Healing is not fun.
Making tanks suck won't fix healing.
As far as I'm concerned it is not a necessity that tanks must suck in order for healing to be needed, or is it your opinion that tanks needing healer is by definition sucking? As someone said somewhere and I agreed "tanks should be hard to kill" but not impossible. I've done immortality in Star Trek Online in the highest level content that game had and yeah, it was fun for a while but then it got old and boring, it's a big part of why I don't play the game anymore despite being a massive (TNG/DS9/VOY/ENT era) Trek fan.
If we intend to keep the healing role, no job should be immortal, it's antithetical to having healers.
???
Merely being "reined in to balance", let alone just "not immortal", does not necessitate being "paper".
Not having 7 seconds straight of near-Benediction spam per 25s, and instead again seeing healing reward from your oGCD, AA, and reflective damage, does not make tanking suck.
To your broader point, yes, a tank that seemingly lacks sufficient power to have agency or any control over its survival would be bad, but that is worlds apart from what was requested. Few have even suggested a return to Endwalker levels of healing, which was far from paper anyways, let alone Stormblood or Heavenward. And even those iterations of tanks left them far from paper.
For my part, I felt most engaged when tanking was legitimately difficult, such as when playing Protection Warriors at its squishiest, because there was nonetheless a ton of agency by which to survive and perform our jobs. How? Because passive and/or easy capacity is only a small part of agency.
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