Either healer MMR/CR is drastically lower then DPS or MMR is improperly placing healers in the wrong MMR range.
My assumption is… it’s probably both.
It feels like every third game, if not more, the healers are 200-400 or MORE MMR/CR below the DPS. This isn’t fun for the DPS and can’t imagine it’s that fun for the healers. It tends to be painfully obvious and it feels like one dps OR healer tends to get targeted every round.
For DPS that are more tanky, these are free wins. For healers that are more tanky… this can be a free win.
My guess is the mid point for healers is probably 100-200 points off where the DPS ladder is. Think the top of the bell curve for rating. Which, while not great for healers trying to get rating, may not affect play that much. But putting healers who are 400-500+ points lower then the DPS… that’s not fun for anyone but the people winning.
I don’t know what changes were made, but this is happening all the time now. Like just now, I get stuck with a healer who has 197 cr for the first 3 matches. All losses.
For all the healers who want MOGs… this is an impossible climb. As if healers aren’t having enough issues. This just makes finding people to heal that much worse.
Clearly it was added to try and speed up ques across the board, definitely creates a sheet show majority of the time but it helps ques so pick your poison. The mmr hard cap needs to be addressed first.
*Make Versatility a 1/.75 dmg/def stat in PvP, but increase damp out of solo
*Get rid of the Conquest cap & Revert the Solo honor & conquest nerfs
*+300 MMR to every player, every spec, and then trickling inflation
*Get rid of the MMR softcap, Hardcap at 3500.
*New tiers and rewards for higher ratings, with exclusives for reg rated 3v3.
*A “Renown” pane to show rewards and how long the season has remaining.
Step 1: Remove healers and rebalance existing healing specs to be supports like augmentation
Step 2: Rebalance DPS around self sustain.
Next episode we discuss about integrating key elements from certain addons that give unfair in game advantages through crucial information, then ban all addons.
You’re actually right,
My fixes are mostly to address the current season’s issues
I just wanna see participation maintained so I can push after exams I admit!
but my concern is prolly in vain cuz inflation and fullgear SHOULD incentivize people
as the season goes on??
and IDK about support specs… I feel like Aug is just gonna stagnate the ladder
even further, exacerbating the one-shot meta in shuffle especially…
Wows problem is stagnation, and not just in PvP. The core root of the game’s problem is multi leveled, but one of the easiest fixes is taking at look at the history of healers in wow, the history of healers in any modern multiplayer game, and wonder “Hmm, why are we gatekeeping content around a specific role most people do not want to play, haven’t wanted to play, and most likely will not want to play in the future”.
I think anything other than a drastic reboot is just going to at best retain some existing players of a already marginally small pool, or at worse diminish what’s already there. We need macro changes not micro.
I think augmentation is the perfect first iteration to find out what works and what doesn’t in a support spec. I sincerely hope its successful.
Consider me convinced. Well put.
The reason I’ve never healed is that it’s felt like too much of a responsibility, and it’s typically been a role where you keep DPS alive and try to help a bit with DMG and CC, and pray they can score (Esp in Solo lmao, which let’s admit is a carry-test bracket if you wanna be on the top). I’ve played both FFXIV, in which Healers are Support that mostly DPS and press oGCDs to shield/heal (though that can get a bit toxic with dmg meters in wow, idk)… and GW2 on which I don’t have much to comment cuz I’ve barely PvP’ed yet. But being yelled at as a Healer is no fun.
I agree that in MANY levels WoW needs a re-assessment…
and as I’ve stated before, I understand the long queues to be the source of the issue.
Since what causes that is a lack of Healers, I agree. Let’s see how Augmentation unfolds
What makes PvP fun is good PvP. While I’m sure what ‘fun’ is a bit different for everyone, I would rather have balance then anything. This expansion started out great with quick fixes, then it completely fell off.
The second item that would help PvP is what’s being addressed here. Which essentially boils down to being rewarded for growth and development. The lack of consistency between seasons relative to rating makes seeing growth in your ability impossible. Then blizzard hard caps the rewards to specific ratings, despite the ratings of players varying wildly every season.
Unfortunately this game is driven by PvE and that won’t happen. If anything, I think the introduction of more healing by DPS has made the role healers fill even less desirable. Granted, like everything, self healing has been a PvE matter.
Maybe, but I’d assume that would just kill a massive part of the game. Wow still remains a massive game, though unfortunately the players are being split up in a 1,000 directions in an effort to keep players engaged. Long run, I don’t think what they have done with content overall has been good for the game.
Thats the thing, healers are a problem in PvE. You try to create a m+ you will most likely be waiting for a healer as your last spot if you try to pug it (sometimes tank, but even tanks are more popular than healers.)
Is been shown that players are not against playing things like 4 dps + 1 tank and excluding healers already with prot paladin and off healing hybrid DPS already. Tanks are designed in a way for M+ to be largely autonomous and healers are balance around predictable unavoidable damage which is mostly there for DPS who cant self sustain.
In raids its a bit different since individual bosses have tank buster attacks that force external healer attention but even then as time moves on healing is being more and more driven towards reactionary group healing to unavoidable damage.
Basically, you can keep the same current model that exist without healers… just give DPS the same tools to have more responsibility on their own lives. I mean therse a reason fury warriors and havoc demon hunters and even BM hunters are exceptionally popular for casual players. Self reliance and simple to play.
I think this would honestly kill PvP as it was fundamentally built. Not that there might not be some good out of it, but I really miss when certain healer specs paired well with DPS.
We have moved so far away from that. There was a time that disc was good with rogues because the shields helped them re-stealth with dots. Or when Warriors faired better with Paladins because of freedom. Druids did great with locks… etc. etc. As the game gets more homogenous, what made PvP interesting is being lost.
The self healing was totally a PvE driven thing, so I can imagine it getting pushed further. As parties and groups broke down and more players wanted to solo content, self healing became a reality. I think we should really embrace the old strengths that each healing spec had AND also rethink how damage and healing works. Healers should be more in a management role, rather than a reactionary one. NOT that trading CDs from time to time is bad, but the current design has DPS and healers living on the edge. Damage is all over the place these days and you can easily burn through every major CD in the first minute of a game. Not a great design…
Anywho, I’d wish they would just address some of these simple problems first. Make healing more rewarding by actually rewarding healers with the correct rating. It’s clear there is a deficit in healer MMR/CR and I’m sure that’s affecting how many healers are playing these days.
These are all fine until you dont happen to have them and you’re a warrior being perma rooted perma slowed perma CC unable to even play the game because you dont have a holy paladin babysitter. Thats not a fun experience especially for the aspiring player who is new or casual.
Thats not even to mention that a theoretical support paladin can still do all those things a holy paladin provides like freedom/bop/etc. A theoretical support priest can also shield allies for the same effect. Being a healer is not mutually exclusive with these things.
Yet the game at its peak was exactly that. PvP was about managing gap closers. Warriors didn’t only play with Palis, but they had great synergy against a lot of comps. This idea that EVERY class and spec should have EVERYTHING is what’s made the game boring.
I don’t understand why people don’t get that. If everyone has all the abilities and all the healing, what’s the point of having different specs? Warriors would play with specs that complimented them and covered their weak points.
It’s not, but those things don’t nearly have the value they once did. Above everything, output matters. It’s why MW is doing so well. Not because they compliment so many specs, but that they crush meters, have great efficiency, and a short CD defensive.
It’s so painfully obvious in RSS. Half the dps in the game push down that W key and never let off.
That’s association causation. The game was at its peak because the gaming landscape was different not because paladins could freedom warriors. Theres a reason why wotlk today isnt the same as wotlk in 2007 despite being nearly exactly the same game.
Agreed, and I havent argued against it. There should be strengths and weaknesses. But there are some things that shouldnt be class exclusive in a modern wow.
AoE is another thing that was streamlined to every class. Old wow rogues had literally 0 aoe until fan of knives was added and it was still subpar (but dungeons was not a meta endgame so it didnt matter).
Because theres more to classes than just healing. Theres more to classes than just damage. If the wow developers cant create a distinct theme, strength, and weakness for a class besides a lack of self healing then they are creatively bankrupt and shouldnt be in a position of power.
This is why you design DPS around the responsibility of their own life. They press the W key because there’s a dedicated health filler up role thats mandated to babysit them.
yes and no. The game had fundamentals then that made the game enjoyable. While there was improvement to be made, class identity was really important and it really showed in PvP. Classes made sense. The roles were unique. There was no shortage of comps. It’s unfortunate how they messed with classic wrath, or I honestly think it would still be very popular.
That aside, look what we have now. As many comps that are based around relative strength as unique abilities and synergy. You can slap 3 of the strongest specs together and have a top tier comp. In the past, you often needed your team to help you setup a CC. Now, entirely unnecessary for most specs, especially with the introduction of precog.
Sure, but players are already managing enough. I hate to say it, especially considering the nightmare that happened with WoD pruning, but we are again in the button bloat territory with the current talent tree system. Having healers fulfill a specific role fosters dependency which can be really good for the game. It’s like healers feeling like they HAVE to dps. This is true in both M+ and PvP. While it can be fun, it has also become overly necessary.
Anywho, I know as much as anyone that we won’t be going back to how things were. As the game as put more focus on the individual players ability to solo, healers and tanks included, classes/specs will continue to low their identity.