Quote Originally Posted by Terhix View Post
200 per action + 200 per hit would be still functionally identical to what it does currently, just without (or with less) overhealing
Let's consider how and why, though, and what we'd most likely want from dungeons regardless.

So far as I can imagine, there is no advantage to continuing to scale dungeons such that at their own granted ilvl dungeon trash full pulls do not need the whole of everyone's CDs (minus, say, Panhaima/Lilybell/Seraph/Macrocosmos, tank raidwides, feint/addle, and tank invulns) to avoid using at-cost heals. They should instead need everyone's CDs, well utilized, to avoid using at-cost healing all the way up to their max item levels, even if that maximum is then squashed far nearer to minimum (say, 10 ilvl above what they drop).

Once that is the case, that excess does far less to render healing redundant, even if it does increase Warrior's rDPS advantage (since no healer/tank CDs would lack rDPS value / be wholly excess).

But, you're then at a crossroad: Do we remove this iconic flavor from Warrior, or simply siphon it from somewhere else where even Warrior's single-enemy output is excessive (which, even without this perk, it already is, by up to some half over the likes of DRK and third over the GNB). Or, yet another option -- do we simply ensure that other tanks have a bit more dungeon-related perk of their own, and then up the damage output of dungeon trash that little bit more?

I like the idea of reining in categorical advantages (you are in a dungeon and therefore, on the whole, this will contribute 6x overall of what anyone else's most analogous tool produces) to make them instead more situational, but I do not like the idea of stripping flavor. Especially without first thoroughly considering what else would be a more or less universally desirable change to the problem context in the first place.