- Do heavy stat squish to 100s of damage
- Make tanks so weak or make mobs hit harder that they need more defensive stats overall and make their self-stain use that new def to live longer by themselves.
- Make tanks lean on thier own base defense than using cds to live normal pull.
- Make tanks Cds weaker. Make thier skill of doing rotation spells fill the gap like shield of rightness giving armor.
- Make tanks base mit spells do damage base on thier defense.
- Make all tanks in line of each defensively than have each style of tank gap smaller. They still have that style but its not your only thing. Dks healing is less but base mit is higher.
- Increase stamina pools by 12xs so healers need to heal with a couple casts.
- Make healers think about what heal they use as mana.
- Dps healers have thier dps lowered but increase healing
- Make mobs hit insanely hard to require more defensive build off the start.
- pull some defensives form dps away
- pull some off healing away
- a lot less tank busters
- Have some mechs do % of hp base on using defensives right.
- Make ccing rewarding
Why is it the new trend to suggest tanks get weaker offensively as a fix?
Why would I want to play something like that?
Because tanks tank and heals heal and dps dpseseses
And no one interrupts
And thatās just the way it needs to be. No more hybrids, no offhealing, no tanks dominating the damage meters as we all know they do, consistently
Tanks need a fun factor to offset the fact that theyāre effectively the captain of every team theyāre on.
Thereās added social pressure on those two roles that DPS just donāt have. Bribing them into the role with extra drops/mounts was sort of tried years ago but that was for queued content and doesnāt address the actual problem.
When the OP said Fix, he means cutting off the thing that makes it fun.
Part of the fun.
Plusā¦pulling a gazillion and just melting face IS fun
That all sounds terrible.
Thatās not how that works. At all.
We already do.
It already is.
This also sounds terrible.
Increas health pools, make stuff % based and then watch your healers cast their big heal for 1% of the tankās health. What a spectacular idea.
Do the opposite of this, tbh. Unsquish eryting.
Uh no, if anything buff healer dps.
These all sound like terrible, terrible ideas. Sorry.
laughs in disc priest
IKR, Iāve never worried about mana once since BC. I used to somewhat care in Wrath, but with decent mana CD management I could endlessly spam and even do DPS. And going back to Wrath Classic and knowing even more that I did when it was current, Iāve realized how trivial mana management has always been. Itās so rare to OOM even when Iām chain pulling and pumping. The only times I OOM are in PvP when I am in prolonged combat and canāt get in drinks.
Iāve never seen a tank dominating the damage meters next to equally geared and skilled DPS tbh. They do maybe 1 to 1.5m DPS and the DPS do 2-3M overall.
After reading that list it sounds like TC would do better with classic. Small numbers, tanks doing no damage and dying without support? The hallmarks are all there.
I ran OPās post through chatgpt and asked it to rewrite it to be more coherent and here is the result:
Hereās a more coherent version of your suggested changes:
Stat Squish: Reduce damage numbers significantly, bringing them down to the hundreds to improve scaling and clarity.
Tank Balance:
Reduce the baseline strength of tanks or increase mob damage to require tanks to rely more on defensive stats.
Shift tank survivability to focus on their base defenses rather than frequent use of cooldowns (CDs).
Weaken tank CDs and make rotational abilities, like Shield of the Righteous, contribute more to their defense.
Make tank mitigation abilities scale with their defensive stats, encouraging proper gear choices.
Defensive Styles:
Standardize tanksā baseline defenses, reducing the performance gap between tanking styles. For example, reduce Death Knightsā self-healing but increase their baseline mitigation.
Stamina and Healing:
Increase stamina pools by 12x to allow healers to work through sustained damage instead of spamming heals to keep up.
Force healers to make thoughtful decisions about mana efficiency and spell choice.
Lower healer DPS output but compensate with improved healing throughput.
Mob Tuning:
Increase mob damage significantly to encourage defensive-focused builds for both tanks and DPS.
Reduce the reliance on tank-busting mechanics but add more mechanics requiring well-timed defensive abilities.
Defensive and Utility Adjustments:
Remove or reduce some defensive abilities from DPS specs to make them more reliant on tanks and healers.
Reduce off-healing capabilities for DPS specs.
Reward Crowd Control (CC): Make crowd control (e.g., stuns, roots) more impactful and rewarding, encouraging strategic use during encounters.
This approach aims to create a more balanced and engaging gameplay loop, emphasizing teamwork, thoughtful decision-making, and specialization.
Tell me you havenāt done any meaningful content without telling me you havenāt done any meaningful content
I donāt know why any opinion has ever been anything other than ārevert the nerfs.ā No one wanted to play the roles before, so Blizzard doubled down and made them even more difficult. Lol
I genuinely cannot fathom how a room of people could sit in a meeting and come to the conclusion that the way to get more people playing a role is to make it brutally punishing to try to learn, and still hard to play once youāre relatively comfortable doing it.
Itās a simple problem with a simple solution. Unless the desired outcome is to encourage less people to play the roles, in which case Blizzard has done a tremendous job.
The easiest way to fix it is make lust and bres capstoneās for all base trees.
Right now the top three tanks are always prot pally, druid, and DK because they bring bres utility. If they made it a capstone, my poor monk tank could sacrifice damage or defense for more utility.
You could argue that no lust or bres hurts certain healers too. Iām aware disc is meta without it but they bring other great utility like PI and soothe.
While Iām wishing on a star, can you make the jumper cables reach significantly longer or something with can drop at a location? You practically have to sit on their chest, which is realistic, but in gameplay itās awful. Yes my poor brewmaster and VDH tanks need this.
Yeah but pulling big isnāt really entertaining if you take into account the rest of the OP and the skilltesting aspects of āpulling bigā being gutted.
I have a different take. In raids, tanks are largely fine. Unless you are pushing cutting edge mythic raiding, then you may need to adjust a bit, but even at that level, all tank specs can do it.
In M+ there is too much damage going out. Too many hard hitting spells. Too many tank busters. Too much that needs to be kicked, stunned, interrupted. Additionally, there is too much unavoidable burst damage going out to the group.
I thought M+ was more fun, when it was less about surviving the damage going out, and more about a DPS race to beat the timer. You still had some interrupts and stuns, and things to watch out for, but the healer, had to sustain the group and triage, while weaving in a little DPS if they could. Tanks were sturdy and largely self sufficient, and could decide to test themselves or increase the difficulty by increasing the pull size.
I understand that there was a large push to make it so healers have to heal and not dps. Unfortunately, I think they swung too far in that direction. A lot of times, unless the players are popping personals, and health pots/healthstones, they will die. And if the healer popped their CDs on the previous pack, people may just die.
It could just be me though and my opinion.
You missed Sunday by a few hours.