How far have you tanked this season? I can assure you that DPS is the most chill role to play right now.
they should make dungeons 6man and let one more dps in per group.
Played in df nearly passed out getting ksh. Haven’t subjected myself to it in tww.
I’ve recommended this before, because it actually works for me.
I requeue after 10 minutes or whatever time it estimates in queue. So, if it’s estimated 5 minutes, I requeue then.
For me, it takes no more than one or two minutes to queue once I’ve requeued.
This is just my experience, but I got this solution from a guildie.
Good luck.
Yeah, I can see why you think that tanks are dumbed down. S1 changed the dynamic quite a bit, but you can still play sloppy till +10 if overgeared.
Except it was never a problem in PvP, because it didn’t role-match teams. I don’t know if it does now. And if you’ve ever done an AV on a character who can tank when there’s no tank at FW when it’s time to pull, you wouldn’t be happy about PvP having this restriction.
I do agree that it’s dumb that in the content where you ostensibly (though not very realistically these days) need a tank and a healer, there is no role lock, where in content you don’t (PvP), there isn’t. If Blizzard can do something backward, they will.
Tanks and healers have been telling you the solution for years, but nobody wants to listen.
Not really no, Tanks have asked to become dps with more hp but that is about it.
Not many of them talk about how to make the game harder for them to make it more engaging.
See you say that but I’ve had several groups that were all evokers and then a war tank
I don’t think the system knows what it’s doing.
“It’s a Tuesday. This group need 3 rogues and 2 monks.”
Unless there’s that much damage coming in constantly, depleting your mana pool just means you’re doing a boatload of overhealing. Back in Cata, that was something you needed to actively avoid because healers regularly did go OOM. Just look at how strong a Druid’s Innervate or a Shaman’s Mana Tide Totems were. Now, they’ve been severely nerfed. The totem is just another button to push for burst healing (3 free, instant Healing Surges after casting).
Point immediately proven.
Leveling tanks does not need difficulty at all. Especially when the other 4 in the group are expected to be able to sleepwalk.
TWW’s overreaction to tanks in DF +20s is insane. Why in the deepest pits of developer hell would addressing that difficulty tuning affect normal leveling dungeons even slightly.
This is the problem right here:
“CHARACTERS”
Plural.
The reason that queue times are long, is because so many people default to DPS role on their alts.
It’s the legions of DPS alts, being played by the same subgroup of people over and over and over again, that are clogging up the plumbing for people who want in on their one character.
Restrict queueing to once per day as DPS. Fixed.
Well, Im doing my bit. I play most of my level 60+ alts that have a healer and tank spec on those specs for the quick queues. Even me, the awful tank, have no issue with the Crown Chemical since it generally lasts no more than 2 or 3 minutes.
I’m not bothering to queue as dps unless I do it with a guildy who is queueing as a tank or heals. its not worth the time to me and I refuse to massively grind for the damned mount.
If you can, queue as tank or healer for the love rocket dungeon.
You don’t actually need either role, but a Shadow Priest queuing for healer or a DH queuing for Tank means that you’ve essentially gotten 4-5 DPS out of queue and make it faster for the non-hybrids who don’t have that option.
This was during Legion when I was part of a raid group doing Antorus. I got benched after the Portal Keeper fight. I noticed on my healing addon that everybody was being kept up and me exhausting my mana pool would lead to overhealing. I looked at the details and surprisingly there wasn’t that much over, but I was still dead last. By the time I got around to healing folks though, they were already topped off, so there wasn’t much for me to do.
Everybody was out of mana, and I was sitting at around 50%, but as a Mistweaver in Legion, it was difficult to run out of mana with the elixir abilities/talents and I also had a trinket that helped too, but got benched and then cut from the team for “performance issues”.
Before that though I was healing Normal/Heroic Tomb just fine, there were only 2-3 of us and nobody died. Being benched/cut made me feel like I just wasn’t a good healer and definitely destroyed any confidence I had and ever since then, haven’t healed once.
You’d just get people quitting in droves. You can’t force people to play a healer or tank. They’ll just quit instead. And then the issue becomes even worse because now there’s no population at all, period. Like it or not, the majority of this game’s playerbase is casual, who level alts rather than engage in hardcore endgame, and that’s just the PUG experience. If you don’t want that experience, you’re going to have to find a dedicated guild/group to run with.
They’re jerks to everyone. Doesn’t matter what role you play.
I’m not trying to. I’m trying to get the selfish people queueing on their umpteenth alt to get out of the way and give somebody else a turn.
Increasing the dungeon group size would make it so that for each tank more dps get a group.
For example going to a 6man dungeons group size would be a 33% increase in dps per tank.
For special events like the chemical Co mini boss you could make that event a 10 man fight with 1 tank 2 healers and 7 dps! Which more than doubles the amount of dps per tank! Which could cut dps queue times in half.