I wouldn't say that this combination of classes is overpowered, but rather that the combinations that stray away from these intense healers is far more unbalanced when matched against them. Leaving many people frustrated and aggrivated, spending 15-30min. trying to get a group that may be good or a complete flop.
YES... it's true all classes should be different therefore encouraging interclass mingling in groups. But something appears to be off somewhere right now. Whether the classes need another good look and tweak. Perhaps offering other classes larger skills in healing abilities that perhaps require more energy than would a monk or significantly increasing the power of the armors.
Another idea would be tweaking the AI Henchmen in some way. They're there to offer those who like many of late are finidng themselves stuck without groups a way to complete quests on their own. Perhaps if a player is with an all Henchman group these NPCs are significantly stronger than they would be if you were in a group with more real players. As is there isn't much need to "penalize" further by having henchman. They already take their fair share of the drops and gold, (which I also think has become suddenly limited in what is dropped).
Or instead of tweaking the Henchmen... what if a spawn's difficult was based upon the amount in your group to some extent? I'm not really sure how this would work, but being my first post and not really sure if this belongs in this topic I wanted to pose these thoughts to you and get your opinions on what you all think could be changed to better the game.
