Healer nerfs and spike damage

Accepted, and likewise.

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Some trashes are stupid to kill on fortified week and need to tuning them. NL trash need some fat nerfs. Pelter can pelting you for 100k-150k per pelt like they have a machine gun and shot at you. These Brackenhide trash was “shooting” you for 150k per.

To be fair, S1 spike damage was “top off or they die to unavoidable damage” whereas S2 is mostly big spikes with pockets of time to recover unless players misplay.

With the exception of the starting trash of HoI, most anything else spiky is interruptible/a cleave/a movement avoid.

“Pockets of time” hahahaha maybe for a few bosses

So like are we going to get another health increase at the end of this season? Health is already yo-yoing. Some1 takes 90% of their health in 1 hit and we heal it back instantly. Or the entire group and sheilun the entire thing. Even tanks are starting to do this again. Healed a tank last night in FH for 600-700k in 1 global with zen pulse. His entire health bar refilled instantly.

I assume this is what the devs were trying to avoid based on their bluepost.

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DF S2 trash is a lot less intense on interrupt + cc requirements and most of the big nasty AOE damage adds can be los’d.

DF S2 has a lot more bosses with rot auras or aoe that is channeled over time instead of DF S1 which was more bursty group damage every 10-20s. Long duration rot aura fights are a lot more stressful and harder to heal because it’s more endurance focused.

Outside of Hyrja and last boss in RLP, most of the bosses in S2 are harder to heal. Halls of Infusion, Uldaman, Neltharions Lair, Vortex, and Neltharus all have some pretty nasty bosses to heal.

There is too much “kill add or die” fights that are either a non mechanic or a brick wall depending on dps comp. It’s super lame.

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I’m seeing the occasional spike that strikes me as unfair. A preface before getting jumped: freehold is a very very time-able key right now. However the big kul tiran trash at the start have managed to hit me for over my max health through 30% damage reduction with their unstoppable aoe shout ability. I’m also not doing the upper crust of keys atm, and I know that the scaling that caused it was bolstering, though that just means that the abilities that one shot me were roughly in the area where a 20 or 21 would be baseline. For context I’m more talking about the ones needed to pull the first boss rather then the 9 target pull that is popular at the start so think 2-3 stacks.

Overall though I’m not normally optimistic but the speed of the tuning hotfixes makes it seem like a lot of these outliers will be smoothed out within weeks to a month rather then a month or months from now so I’m not really upset about it.

Burstiness does not change from level to level in mythics. The burst will still be the same coefficient as it was in a 2 as it is in a 20.

If you have better gear compared to when you did a 2, now, the burstiness will still be the same amount, it’s just that you will be able to handle higher amounts (read: raw numbers, not percentage) better than you used to be - but that does not change the percentages of the burstiness at all.

The percentages remain the same, so getting better gear does not, in fact, help anything because now, instead of bursting and being barely able to heal a 10 like before, the burstiness allows you to heal barely heal a 20. The fundamental principles do not change with gear because the damage done in the dungeons is a percentage increase per M+
level-up, not a numerical flat increase. If burstiness is bad in a 10, it’s going to be a mostly equivocal increase in a 20.

Granted, gear ilvl increases - and their respective combat increases - are not usually linear, but we generally don’t really feel the non-linear increase in gear till towards the end of an expansion. So, for now at least, things will remain largely the same, regardless of how much gear you have, unless you are seriously overhearing your content (in which case, why even bother to begin with).

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That’s great for healers with Hots, I guess…

This is entirely not true. You assume everything is perfectly linear in terms of progression. Many people find their sweet spot for rewards vs difficulty.

People pushing keys while under geared is not taking the same damage as someone who is geared pushing the same keys or even staying at that difficulty.

You make it sound like burst damage is based on a % of health, when that is obviously not true.

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People finding their “sweet spot” is unrelated to whether or not the increase is the same each time. If someone wants to stop at 17-20’s, that’s their prerogative, maybe they like that particular gap with the gear they have, but that doesn’t affect the fact that each increase in M+ level increases the damage and HP by a flat percentage.

And no, im not saying burst is based on a percentage of HP at all. All total dmg is increased, which would logically mean that increasing in M+ level means that your getting the same thing, except harder (more HP, more DMG as a percentage). It’s not very complicated to grasp.

And that doesn’t change the fact that people can have varrying levels of gear.

Which directly impacts damage taken and overall health pool. Which is something you can’t seem to comprehend.

Which means things “feel” more bursty to some and not others.

Often times lower keys are harder then higher keys at a certain point because interrupting and defensive use is less prevalent. Some of the most abhorrent cases of burst damage in keys this season and usually in other seasons as well but I’ve seen quite a few of “this cast goes off and the group dies” type casts go off this season. It makes it hard to gauge how much damage a dungeon really does to a group because a significant chunk might be avoidable.

That said being undergeared also only goes so far as an arguement since we have other things like many players going into the season with optimized characters from the last season rocking above average amounts of tertiary stats and generally having the benefits of being optimized.

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I do comprehend it just fine, you seem to be conflating a gear increase with a flat percentage increase in dmgdone/HP of adds bosses. Gear increases happen in specific increments too, and increasing a M+ level ALSO increases, except by a flat percentage. Getting better gear does not change the base percentage increase of each M+ ilvl. You simply rise to meet that new standard. You don’t get better at doing higher level M+'s through gear, you simply get better at doing the M+s you can already do, and now are able to attempt a a higher key. Yes, your ability to accomplish this increases, but its not the same math that’s happening when you increase M+ levels. The math is always static for percentage based increases, so if you fail on a 10, and then get better gear to be able to do a 20, you’re still going to struggle in the same way as you were on the 10. This is quite literally fact.

Find yourself able to now time a +17 with better gear? Well, that’s the point. It does not, however, make the fundamentals of the dungeon easier to do, you can simply just do slightly better in a higher key. Gear does not magically remove the percentage based increases of M+'s. If you are struggling to do a 10 now, and 2 months from now you’re struggling to do a 20, that is an increase in power, yes but you are still struggling to do the 20 because it’s a basically linear increase, and when a mob almost one shots you at a +10, that same mob is going to almost one shot you at a +20, because, again, it’s a percentage based increase. That is not an increase in power the way you seem to think it is.

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Again, people gear up at varying speeds. Some push keys as hard as they can and others will hang around until they feel ready to move on. People will be at different ilvls within the same key level. Which means, again, that burstiness is relative.

Keys do not scale linearly. Whatsoever.

It does magically make the same abilities feel less bursty within the same key level. Which is what you can’t seem to grasp. The feel is relative.

Whether or not everyone is the same ilvl or has the same gear is irrelevant, again, because that’s not the issue being presented. If you are having issues at a particular ilvl with a particular boss, increasing your ilvl only allows you to increase your chances at beating said boss. If you bump up from ilvl 410 at a +10 and are struggling, the increase to, idk, 425 or whatever, is essentially the same increase because it is irrelevant how much ilvl you increase when the M+ levels increase at a flat percentage. If every bump up in M+ level pumps the dmg/hp up by, idk, 5-15% (as an example), then now you need to be doing 5-15% more dmg/healing. The gear increases are not as large of an increase in dmg as a straight 5-15% dmg bump is. There reaches a point where, unless you can massively out gear an increase in M+ level, then you do not scale up fast enough to stomp it. Once again, this is very basic math.

Throw all of this on top of the massive disparity between classes and how they scale with gear, and it makes the entire proposition you suggested completely untenable, and again, irrelevant.

A percentage increase on the scale of each increase in M+ is not something that “out-gearing it” can actually solve, except to say that you get a little better at being able to power through it. But the increase in M+ dmg/HP is the same, regardless of what ilvl you have to be able to complete it. It’s always going to be tough to do, regardless of what your current ilvl is currently capable of doing. Because that’s the point. If we could just literally “out-gear” M+s, it would break the entire system, which is obviously beside the point.

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LMAO talking to you is pointless when you are incapable of comprehending anything.

Or you could just be a child and choose to not read anything. That, of course, is your prerogative, but its a tad embarrassing.

Also, unsurprising, but hey, what was I expecting.

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Nah that’s definitely not it. More like someone with almost no M+ experience is trying to explain to me how felt burst works.