Blizz: Buffs Damage/Health 25%, then nerfs everything 20-30%

Technically it still is a healer nerf, because they buffed enemy damage and player HEALTH only, player damage is still the same, so enemies are taking longer to die, therefore healers do have it harder because they have to heal for longer potentially getting more AOE and tank busters going off.

The only consolation is that everyone is going to get stronger, so things will eventually die faster, but this is WoW, and the players don’t see it that way. Players here yell “Well I could do an M15 last season, why is it so hard now? bLamE BlIzZarD!” and some players genuinely don’t think, they genuinely don’t realise that dungeons have been buffed and just want to yell and scream instead of running the gauntlet of M+ again.

Honestly they should have just done a Legion and let dungeons climb to an nth level, just let it go, so what if by the end of DF we are doing M50 dungeons, at least that way we can safely say an M20 can be done at 410 iLVL, and M30 needs 430 iLVL and so on, than players have no excuse.

2 Likes

Speaking on this point from the perspective of a healer myself, I don’t think people understand the intent and function of the HP/damage changes at the start of the season, or how much effort they’ve been putting into balancing these keys out. We’re literally seeing updates and fixes on dungeons within days that bring the outliers in line and make the dungeons more seamless/consistent with both themselves and each other.

I’ve literally gone in, healed a dungeon, said to my casual key group “yeah no this is gonna get nerfed, people are gonna yell about this” and literally two days later that thing gets nerfed. A week and a half into the season and this is the best I’ve felt about healing keys in a good while in terms of overall key design and balance.

4 Likes

Agreed. Although I felt the same about season 1 as well. And with the gear and tier we’ll be increasing as the season goes on, it all evens out and becomes what we were used to at the end of last season.

1 Like

Yeah, exactly my sentiments.

Now to see if they fix the spiders at the beginning of Neltharion’s Lair bolstering things…

I see nothing wrong with that.

Overall Damage increased follow by specific tuning? Totally expected for outliers.

You’re misleading when you say “nerfs everything”, since that is a false statement.

1 Like

I think they did?

https://cdn.discordapp.com/attachments/852071196961800215/1109001576720384050/IMG_7217.png

Oh, sweet.

That was a terrifying prospect, lol.

1 Like

Healing wasn’t miserable for you but it was for everyone else which is why they were spamming dungeon nerfs like crazy because healers couldn’t keep up in higher keys

The beginning of S1 was not fun in general for a lot of healers and Blizzard acknowledged this themselves. This is not really up to debate tbh

2 Likes

kinder than they ever were last season when the birds in aa would cause an affix explosion

Let’s not use this type of language when it’s already been proven false. Some others may have disliked it, but nerfs don’t go out just because of this change to health pools and damage across the board. Nerfs are for outliers that are extremely overtuned.

You can dislike how the healing was or is. No one is saying otherwise. But don’t speak for the entirety of the playerbase when it’s all subjective.

No, it isn’t. Have a nice day.

Anyone who says “this is not up for debate” should be immediately ignored. XD

1 Like

Not to mention a 25% damage increase to some things is more than a 25% hp increase can accommodate for and especially so once scaling is taken into effect in m+. Like tank busters as an example. The initial damage on those is sometimes higher than the tank’s health pool, varies between tanks, and typically requires active mitigation on top of regular mitigation to live through.

TTK is just too low for mmo once you’re in truly difficult content. There needs to be some breathing room and yes, still the occasional ability that critical failures on allow for near or instant death.

1 Like

they buffed majority of defensives and % based spells are autobuffed iirc

The whole point of M+ scaling is that eventually you hit walls that require a different approach, better gear or simply are your skill cap, depending on the issue.

2 Likes

Healing really isn’t in a bad spot now. The REAL problem is people are taking way too much avoidable damage and not paying attention to mechanics in M+. Get a good group and at the end of the run my average for the full run will be around 30-35k HPS. Get a typical group and it can be anywhere from 50-65k HPS, with some fights being upwards of 100k, all due to bad handling of mechanics.

Take Nelth’s Lair as an example; when the rocks are going to drop, you have an indicator on the ground. You don’t have to be out of it, you just have to be MOVING out of it to not take any damage. Yet inevitably, someone will die because they don’t even make the attempt. Totally avoidable.

1 Like

I mean, they are 2 different problems.

Increasing damage of mobs and health of players by 25% is a net neutral change. All it does it make people slightly harder to heal.

If the dungeons were imbalanced, they would still be imbalanced, as was the case here.

bingo. unfortunately dps brain tells people that if you wipe, the problem must be the healer not healing enough.

2 Likes

These are targeted nerfs to certain abilities though. The mobs still do the same amount of damage, but the damage they do with certain abilities was nerfed because they were more powerful than other content at the same level. The vast majority of mobs in DF right now were fine after the HP and Damage buffs.

1 Like

The ratio of damage to hp stays the same though since both were increased by the same percent.

I didn’t math this out too hard, but consider the scenario below:

1 million damage buster (not unrealistic pre-mitigation) now becomes 1.25 mill. 600k health tank becomes 750k health tank. Damage increased by 250k whereas health only went up by 150k.