I kind of feel like this is how the M+ dungeon reward system should work anyway. That way you never have to worry about the whole loot drop paradigm for it. Just make higher keys reward more currency, you wouldn’t even have to then limit the rewards on higher keys like they currently do since you don’t have to worry about ilvl scaling out of control.
Just have a few different ilvl options with appropriate costs. Ontop of that even lower skilled players could potentially get access to higher rewards if they were willing to put in the time and effort to grind the pieces out with their lower currency generation.
Not for people that are bright. Well within reason. Tanks so they don’t get one shot. Healers so they can keep the tanks from getting two shot. DPS. The necessary threshold for tanks and healers is relatively low, whereas more gear on DPS impacts tanks and healers as well. I’m not saying no one does it this way, I’ve just never been in (or ever seen a high-progression guild) do it the way you say.
Quicker deaths result in an easier job for both healers and tanks. Everyone knows this right?
I think a lot of smaller guilds have this impression that tanks and healers are the most important roles and should have loot funnelled to them, but more often than not this is not the best way.
Better dps helps the fight and transitions much better than better healing.
I thought they did, but apparently the person I replied to doesn’t.
Mhm. My biggest pet peeve has always been “DPS/Tanks are dying, let’s have someone else go heals.” No. No. No. No. MORE DPS and things will die faster (as they should be), adding another healer exacerbates the issue.
Only caveat I would add is the current threat problem. But that is Blizzard that needs to address it, not us. The boggled threat generation for tanks really bad.
But yes, pewpew means less healheal on my part and more lootloot
It’s oldschool thought, back in the day gearing your tanks and healers was almost required since tanks just got smacked so hard or needed specific gear for resists.
Nowadays though it’s DPS, not that you can game it THAT much unless you’re running splits like mad.
I think they are buffing tank threat? Or did they do it already? (if they did they need to do it more).
That aside though, yeah. The faster something dies, the less I have to heal and the less amount of time the tanks need to stay alive. Like I said above, if tanks aren’t at risk of being one shot they are good, and if healers can heal a tank up so the second hit doesn’t wipe him… DPS all the way.
Yep, I think there are some situations that do benefit like actual heal checks with large amounts of unpreventable AoE damage, or perhaps for more casual guilds maybe the dps don’t use the upgrades as well as they could.
But largely just getting through phases, or taking down deadly adds is going to be easier work for the healers lol.