Quote Originally Posted by Supersnow845 View Post
[Removed for character limit]
tl;dr - I think tanks and healers all need to be nerfed across the board and the damage in casual content needs to be turned up at least a little.

WAR having self-healing isn't a problem in and of itself but it should have weaknesses elsewhere to offset the strength of that part of its toolkit. It's similar to a Blood DK in WoW, the primary difference being that a DK has less mitigation than its fellow tanks. Blood DK is legitimately immortal until the spike damage becomes too much and then it becomes susceptible to being one-shot.

If I was designing changes to tanks and healers to make their gameplay more compelling, I would probably nerf different parts of all of their kits and allow them to be more specialised.

First of all, delete the tank mastery trait. The inherent 20% mit coupled with the higher tank HP pool makes it far too easy to survive without using your kit, simply by virtue of choosing a tank job. As for specific changes to jobs - nerf WAR's mitigation and let it excel at self-sustaining. Make PLD's block only apply to physical damage again, and remove the absurd amount of self-healing that it has baked into its damage rotation now. Make DRK better at mitigating magic damage again. I would have preferred to see Dark Mind become a 40% magic damage mit rather than another boring 20% magic, 10% physical mit. Make GNB a bit squishier and let it do more damage than the other tanks. GNB could get something similar to a Brewmaster Monk that allows it to turn spike damage taken into damage over time, to make it more manageable to heal.

As for healers, I would probably nerf some of their tools so that you need to use multiple buttons to deal with instances of damage. Incoming damage in casual content just needs to be turned up a fair bit, too. The fact that WHM can just about make it through dungeons using only Benediction, Asylum and Assize is ridiculous.

I don't think casual content needs to be particularly hard but it needs to at least ask the bare minimum of players, otherwise the combat system is little more than wasted potential in the majority of the game.