Quote Originally Posted by A-Omega View Post
The game design as a whole is flawed and has only gotten worse over the years. Demanding a single job be “nerfed” for something others do while performing worlds better, is insane. Someone posted the most logical take on all of it. TANKS have too much self sustain combined with strong defensives while healers have way too many ogcd heals and overturned healing abilities. That’s the problem. Instead of targeting a single job, why not address the actual problem.
Yeah, and from either side this can be fixed:

* Either, as with most MMORPGs, they need to massively increase the HP pools of everyone compared to the incoming damage, then in turn massively increase both the frequency and the spread of incoming damage (so you take longer to die, but overall you also have a ton more incoming damage so all that defensive tooling and healer output is actually challenged).
* Or, as Guild Wars 2, they need to more-or-less remove tanks (and healers), making everyone fully DPS-first-and-foremost, removing most extra HP, defensive tools and healing, and embracing a very low-damage-intake style where the former tanks are more "bruisers" (slightly more durable DPS but they can't truly "tank" either) and the former healers are more support-y, with more buffs and such less heals.

But either way it's a significant underlying change to the combat system, akin to ripping it out and replacing it with a different one, demanding more or less that every implementation of every single skill in the game needs to be looked at and possibly replaced.