Tanks Shouldn't need healers, there are DPS for that

Tanks, especially in dungeons, should not need to rely on healers. I understand that healers need something to do. But there are literally three other players in a dungeon that can be healed. How about instead of making tanking feel less fun and more reliant on other people, you make DPS take unavoidable damage periodically through a variety of ways. This would give the healers plenty to do without ruining the fun of tanks.

I am just posting my suggestions. Not really interested in debating with people who disagree or whatever.

Edit: A bit more perspective for those who struggle to understand why making a tank rely on another to survive is bad. Imagine you do all your mitigation correctly, do your minimal self healing, do your damage rotation perfectly, position mobs perfectly, and hold aggro on all the mobs. Yet you still die and the team wipes. Yeah this is gonna be the new reality for many tanks if you make them rely on healers at a fundamental level.

Healers should only have to heal the tank if they over pull, it’s a raid boss, or the tank messes up. That’s it.

Remind me in 3 months when everyone yet again realizes an overpowered tank is healthier for the game than a weak reliant tank. Shadowlands season 1 literally proved this.

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yea no while tanks can self sustain we do need help when a oh crap moment happen

3 Likes

Not even to change your mind?

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Yeah no… and Blizzard really should go back to the design of tanks needing healers more… like tanks shouldn’t have a heal in their kit at all. Mitigation stuff, sure but out right heal, no.

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Any healer saying that tanks take no damage aren’t playing at a high enough level. I can tell ya that for mythic raids and high M+, the tank definitely needs healing, hah!

That’s Prot Paladin’s whole deal is that they can heal >:(

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then you will need to redo the DK tanks then from the ground up

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Will keep the game interesting :wink: :smiley:

this is the opposite of where the game should go, in my opinion.

I primarily tank in the 2-2.5k rating range. sure it is fun to feel indesctrutible.

however, I think it is better game design to have defensives for tank busters and a flexible kit for mob control, but not to be self-healing gods.

the game used to be a race between bosses/content and a combination of the tank’s health bar and the healer’s mana bar.

there were real limitations to fights and enrage timers.

i’d like to see the game move back into that direction.

but i doubt that we will ever reverse the diablofication of the game.

13 Likes

then the dps speed demons will complain which would be funny

Tanks are already overtuned to the point they can pull every mob from the start up to the first boss. Now you want to make it even more annoying and difficult for other players to keep up. Every additional pack that is pulled will add to this unavoidable damage and dps will drop like flies, while the tank is in god mode. This might just be the worst idea I have ever seen on the forums.

May the Arbiter have mercy on your soul.

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Mitigation is pre-healing.

If you are about to take 1,000,000 damage and use a -50% damage ability, that hit is now 500,000.

If you are about to take a 1,000,000 damage hit, take it, then use a heal that heals you for 500,000 health, you have effectively healed the same amount you mitigated.

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If it is less fun for tanks, why would it be more fun for DPS?

Tanks already have too much self sustain. Frankly I think they never should have gotten any, or substantially limited at best. But this ship sailed a long time ago.

The healer is a role, handing off healing to other players reduces the value of their role, and means at some scale of content their role holds zero value. There is no way around this so it must be accounted for.

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Your title sounds like you think damage specializations should be healing tanks:

"Tanks shouldn’t need healers, there are DPS for that " translates to “Tanks should need DPS instead of healers”

Aside: this is ironic coming from a Death Knight with a notoriously squishy tank specialization in Blood.

Tanks and healers should be cooperative, not competing against one another. Healers have external cooldowns for when the tank runs out of their big personal defensive ones while tanks take the majority of the damage for the group.

And what “makes tanking feel fun” or “the fun of tanks”? Is it soloing a whole dungeon on their own? Sorry, but that’s not healthy for a group-oriented aspect of the game.


EDIT: Seems like I am thinking the same as Blizzard:

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They don’t.

No, we’re perfectly occupied already, thanks.

They definitely do already.

OP do you actually heal? At a high level?

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Yeah. These tank changes are bad. I’ve main tanked since returning to the game and I’ll be stopping that as of today now. The self healing is about the only fun thing about bdk.

Once again blizzard intends to make tanking and healing tedious instead of fun while lfg dps suffer from a lack of them

What changes are we talking about?
I dont keep up on current events lol

Disagree. I really enjoy the state of tanking and healing as it is. There is more than enough damage to heal between myself and the 3 DPS. Having to heal the tank on top of it would be a nightmare. If this happens, there would need to be some major revamping of how hard the rest of the party is being hit.

Don’t really see the point to posting this then. People are going to react/respond. That and a debate on the topic is more likely to get blizz’s attention than a single post/opinion.

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Why did you even post here? Go write in your diary.

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I play blood because I don’t want to rely on a healer. These changes make me want to quite honestly quit tanking period.