Except that’s supposed to be the fundamental basis the game revolves around. DPS are supposed to kill the bad guys, tanks are supposed to keep the bad guys from murdering the party, and healers are supposed to keep the party alive. It’s that dependency between elements of the team and the trust you place in one another to do your jobs that makes this game compelling… at least, that’s a large part of it for me.
In the past couple years though, tanks have done more and more healing to the point where the healers job becomes less about keeping the party alive and more about covering for mistakes and doing rather pitiful damage. Honestly there were points in Shadowlands where it made me question whether or not I even needed to come as a healer. If my dps could just stay out of the bad, or find their dispel buttons, I probably could have just come as DPS and thrown out some very small spot heals. There were a lot of fights where I just went 100% dps and the tank just handled the healing because it was so strong. At this point, what does a healer even offer?
With all that said…
Don’t worry, I’m reasonably sure they failed here. My tank is a pally and going through mythics to gear up over the last couple weeks, he’d quite often just run ahead and pull half the dungeon, then proceed to tank it himself. On many occasions he would over pull (just because he could) and those of us without damage mitigation would die, then he would just slowly kill it off himself while we ran back.
Obviously things will be harder in M+, but tanks won’t be pulling half the dungeon there either. It doesn’t really feel like anything has changed since Shadowlands. If Blizzard was looking to make healers more relevant here, they missed the mark.
I think Blizzard forgot how to balance that trinity. So much of the game has become “don’t stand in the bad thing or you’re insta-dead. Execute perfectly and you win, make one mistake and you lose”. Which is a shame because they’ve got a great example of their original design intent sitting there and functioning just fine in Classic Era. If they want that kind of gameplay still, tanks need to have less (to no) self heals and be more about mitigation. Damage needs to be more steady and less bursty, and mana needs to be a resource that you have to manage. If too many mistakes pile up, you run out and you die, or you lose time to drinking.
And look, I get that some folks (yourself included) aren’t keen on that type of gameplay. That’s fine, the game hasn’t really embraced it in a long time and so it’s completely reasonable to expect that people have adapted and evolved their preferences with the game. However if Blizzard does want to downplay the role of healers in keeping tanks (and the party) alive, they need to lean harder into the role that healers can play as a support hybrid. They need to do more damage, or offer more abilities that amplify the damage of their DPS team members. Their role needs to offer something that’s justified over just bringing another DPS who can throw out spot heals here and there.
Basically, Blizzard needs to make up their damn minds about what they want to do here, then just do that.