Lol... this is the entire problem. Its not a tradeoff. Once, that was mostly true. We had less powerfull trait system with real sacrifices, somewhat less flexible gearstats, less choices of runes/sigils/foods/etc and less powerfull traits and skills. But since several years back everything has just gone off the rails. You can build for insane tankiness or insane damage true, but you can build for high damage and high tankiness at the same time as well. Stuff like the dd staff permaevade roflstomper or spellbreaker that literally blocks people to death while regening 5% hp a sec or condi scourge that despite nerf still can dump 5-7K+ damage a second on you in an instant... HoT or PoF, just as bad. The only time you have to make a tradeoff is if you want healing power in you build, since those gearsets are still fairly limited no matter how you combine it. And incidently, totally not worth. shrugs I don't disagree with you on spellbreaker or scourge. Bigger health bars for everyone would not be a one shot fix for everything, and in fact could throw off windows of opportunity for different group sizes in terms of clearing camps while fending off enemy. Slower fights also= less points, and loot being made for both the winner and loser. Addressing individual classes directly for imbalances would be a more efficient fix rather than slinging a bucket of health across the board is all I'm saying.