Cinderbrew Nerfs, Good Start, Now Look at the Timer

You have to pull so huge that your healer hates you and be perfect to have any shot at this timer or use single class spec cheese (arms warrior mortal strike on the stupid last 4 mini bosses that reheal themselves after each death). Either take away the stupid honey drops from the hopgoblin deaths, let us kill the last 4 idiotic mini bosses together instead of one at a time with them healing to full each time (the problem here, is you have forced every comp to use cleave teams with the ridiculous amount of trash every dungeon has - which gimps us on these guys), or increase the timer. The timer is insanely punishing.

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Could they stop cutting minutes of the stupid timers? Holy crap…

On Mead it kind of makes me sad for all the dum dum tanks who used to pull the Chef on high keys with a large pull and somehow think it’s going to be alright for all their groups.

Priory time increase is nice but kind of counter productive too.

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The hop goblins need nerfs. Like that one hallway just takes way too long

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You have to pull so huge that your healer hates you

Yes. That dungeon is the absolute worst to heal.

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I’ve switched to tanking pretty much as someone that used to love healing. It’s the worst role by far now imo. And I would DPS but my DPS is always terrible

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But you love healing when there’s nothing to heal, so you shifted to the next freest role to be carried.

Cinderbrew is fun to heal.

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Please elaborate on how you think tank is a free role to be carried. Tanks need to know more about each dungeon than the dps players, and have all of the same mechanics to deal with, in addition to all of the tank specific issues.

A bad dps can be carried by the rest of the group. A bad tank is almost always a bricked key.

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But where Debby plays at optimization doesn’t remotely matter.

You can press W, get like 130% count or something. No need for complex stuff like combining pulls.

Just like how I was farming Tome in DF S4, and the tanks pulls all the extra stuff in Azure Vaults, and did none of the skips.

As noted by them, their dps is outright terrible if they played it.

I don’t know what level they’re playing, but if you’re just talking low keys, anyone get carried. A group of 5 terrible players can find their way to the end eventually, maybe even in time if they’re geared enough.

But if a tank who doesn’t know what they’re doing goes into a challenging key and tries to W their way through, they’re going to die over and over again to tank busters no one else knows about, they’re going to combine pulls that can’t be combined and wipe the group, and they’re going to miss stops and interrupts that they need to getting. That isn’t carryable beyond the lowest key levels.

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But if you play a healer or dps, you’re at the mercy of the tank, therefore making the tank the easiest role to “play.”

(You have most control over success or failure of the group.) No need to rely on others.

Consistency when pugging should be higher for tanks compared to healers or dps.

There’s not much compensating dps for their play. (Well, you could, but I guess mindset is different.)

Like prot paladins can heal dps.

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That’s assuming the healer follows your play. Both roles can destroy run just as easily and just as equally.

Unless the healer pulls random groups, a healer can’t destroy a run.

And on the low end, tanks don’t need heals.

If the healer doesn’t accept how you pull or deal with the situation they can simply let all of you die. Even if you have the perfect comp where you don’t need a healer and where 99 percent of the time never applies…You’re still dragging everything out.

The run can take more time but it will be done.

Especially cause tanks can solo stuff, at like a +2 level.

Then a few competent dps, can time it even without healer presence.

At low level if the tank is BDK and VDH they can do it even if they don’t know it very well but the range for covering mistakes is infinitely smaller so if that gets compensated by skill level…

Possible but hardly guaranteed and the higher key you go the lesser than chance becomes especially on certain dungeons.

99.9 percent of players would never get past a high priory without a healer.

That I can agree with 100%. My pugging experience is different than basically every dps player. I decide what key I want to do and at what level, I search for that in the group finder, and as long as the level I want to do is reasonable for my current score, I am invited to join a group within 30 seconds or so.

If you’re talking about ease of pugging more than actually being a group mascot during the actual key, I’m with you.

Easiest to get into groups, but also the highest pressure. I’ve had people say “bad route” at the end a dungeon we timed because we were 5% over, after a couple of butt pulls that didn’t get commented on. I’ve had people flame me for dying to a tankbuster on bosses when I’m out of cds because the boss is alive for minutes longer than it should be because of low dps and people dying to pass/fail mechanics early on. The people who died got no flames. I had a group that missed a Cinderbrew timer by seconds get angry because I spun the frontal on the last boss, despite it not killing anyone, and despite the fact that I was soaking an orb in the last 2 seconds before it expired, that none of the dps players could bother themselves with, that would have added damage reduction to a boss that we couldn’t afford. And I’ve made plenty of legitimate mistakes, like most humans, with absolutely zero patience or grace from the group, because tanks just aren’t allowed to make errors. There is a price to getting into all of those groups easily, and it’s something that not everyone has the personality to handle.

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I did a mechagon 10 yesterday with my own key, already had timed it so for this one I was open with the group that timing it would be nice but not required.

Run went flawless until last boss where tank was out of melee range for an instant and we all died. Almost had it with a few rezzes but DPS flailed at last moment. We killed it easily second try but while everyone was cool I do wonder if the DPS whispered the tank afterwards.

You forgot the people who try to pull for tanks, when they don’t understand we are pulling based on our defensives available, healer’s capability, the added pulls potential aoe damage that healer can’t handle, and the potential for us to have our taunt/other aggro mechanics on cooldown. Then I pull bigger, everyone wipes bc healer can’t handle it or people don’t know to save their burst window until pack is gathered, and the same idiot who pulled for me previously goes “wtf is this tank doing?!” Pulling for a tank is a great way to NOT time a key.

There is no gut punch/aoe explode mechanic for being out of melee range on King Mechagon. The wipe mechanic you are referencing is being too far from the boss during the magneto pull phase. The farther anyone is from him during the pull, the more damage they take, and it’s personal damage. So everyone wiped because they were too far from him.

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My post highlighted some of the bad examples, and upon rereading can easily be construed to sound like tanking in pugs is a hellscape, and that’s not accurate. I have absolutely had groups that were good about errors, even when I was 100% the one that blew the timer, and there are chill people out there who accept that everyone makes mistakes.

I’m glad you added that story as a counterpoint, because it’s easy to let hindsight bias make it feel like groups are universally rude, and they’re not.

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Indeed. The tank only spoke up one time the entire dungeon and it was the f- word after what he did, it was sad but hilarious at the same time. Live and learn