Quote Originally Posted by Shurrikhan View Post
Depends on our intended balance point. If we're nerfing DV, too, then sure. But 10% of a PLD's maximum health as a barrier is worth a lot more than 400 cure potency, let alone if only that healing is dealt over time (per weaponskill/spell) and only via offensive actions. Keep in mind that even 10% of the player's own HP (a third less than a tank's) is about equal to Shake it Off's 500 potency of healing.
This is true, I do wonder if the disparity between tank HP and what raidwide damage can sensibly be set at makes it unreasonable to make things like Divine Veil tank HP based, TBN is coming up against a similar issue where it's getting harder to break because tank max HP is so high. I don't really know how to fix this other than a hybrid solution where increased enemy damage is involved.

Quote Originally Posted by All_Nonsense View Post
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Why does it have to be one or the other? The principle problem with WAR (it's insane healing scaling n target count) simply doesn't exist in raids where, as you say, it is just fine. Therefore the simplest fix I can see is to remove that scaling, boom, most egregious issue fixed, WAR mostly balanced in dungeons and raids won't notice the difference. There may be other things that don't stand out as much now because of how the job currently operates that get revealed as a result, I don't know, but if all the tanks operate on the same level with different play styles and identities (which is entirely possible to do) then the game's existing balancing mechanisms (namely instanced encounters and ilvl restrictions) can be used that much more effectively to maintain balance across both dungeons and raids equally rather than at the expense of the other.