Quote Originally Posted by CKNovel View Post
Nice strawman you have here.
They were pointing out the thousands of posts that don't matter.
What strawman? In that discussion it was stated multiple times that unless people stop playing, nothing matters. So it very much looks like dpsguy's view is that dissatisfaction and feedback doesn't matter until players quit.

Quote Originally Posted by CKNovel View Post
I've also pointed out that even if you nerf tank sustain to the ground, you would still use only half your kit, remember?
And for the entire discussion it was agreed that BW isn't the problem with healing. It's just a big problem with healing. Tank sustain to that level shouldn't exist, it makes no sense and it's no fun to play with as a healer. We could fix the other problems with healing, but BW would remain a problem just as it is now, so either way BW has to be fixed. It is without a doubt the most problematic ability in dungeons.

That's exactly my critic, you act as if there was only one way to fix the healer problem and put all the blame on BW/Tank sustain.
When? In the very post you quoted Supersnow mentioned healer DPS rotations, one of the other problems that everyone is aware of and wants fixed, along with problems like BW.

But you're not trying to fix a trinity or make the game funnier for healers, you're simply trying to save your ego.
I guess BW is just tank (WAR?) ego then and not important. So let's not put tank ego ahead of making the game better.

Here's some facts you try to avoid at any cost that goes against your boogeyman:
-In a whole dungeon DPS and healers takes around 300k~700k unmitigated damages over 12~14 minutes, DPS HP can easily go beyond 100k and even reach 150k.
-SMN, SAM, DNC, RPR, VPR, RDM and MNK mitigation+healing can cover way more than 700k damage, making them able to self heal.

What do we do, ask them to not use their healing tools? Nerf them to the ground as well? How many more are we going to nerf until you're satisfied?
Tanks mainly since they're the problem and not DPS. Tanks are the ones taking damage most of the time, and they are unique in that they tend to take sustained damage that is different from occasional party damage.

Though if DPS or support tools end up being as detrimental as BW they should be adjusted to a reasonable state.

We wouldn't be here talking about Bloodwhetting if dungeons were doing significant AoE that requires healing.
WAR healing would still be overpowered and out of place. It would be the same. WAR's would stick out compared to other tanks and require significantly less healing because they are basically self sufficient. And throwing out AoE's constantly isn't much of a solution when single target healing skills are a large part of healer ability sets. We're just supposed to cast Medica II all the time now and Cure, Benefic, ED, Excog, etc are just whatever? I think the game works well when there is some variety between tank healing and partywide healing and I don't see why we have to give that up to satisfy tank ego.