I think it worked very well. It started off on the hard side, so it wasn’t trivial for the better players on their mains. Then with gear it became significantly easier as time went on so it was doable for less good players or alts that you aren’t so proficient with.
Also one challenge per spec gave you more opportunity to enjoy your favorite classes and try specs you wouldn’t otherwise.
I loved the mage tower. As others have said, it got really easy with ABT gear and maxed out artifact weapons. However, it was still a lot of fun to gear up an alt you haven’t played in a while and give it a go. It was also fun to try it on a spec you don’t usually play. I completed it on Unholy DK which I hadn’t played since I tanked as Unholy in Wrath.
I got all six tanks and enjoyed it when I wasn’t shouting at the screen
Also I agree, I find balancing survival and dps more fun than what the more inexperienced tanks want: basically an immortal meatwall that does 0 dps but everyone is impressed by how much of a meat wall they are.
I wish a few more specs had more secondary synergy. I enjoy the way all stats are important and impact monk tanking. I find some of the other specs previous iterations of “just stack one stat bro” a bit uninteresting.
it was “ok”. Beat it on my main, never bothered on any other toons. I’m glad it was cosmetics only.
Of all the one-off 'repeatable" side games Blizzard has come up with, Withered Army training was by far the most enjoyable to me. Frankly, we should get rid of mission tables completely, and your small army of followers should assist you in something similar.
it was really fun because it was a genuine challenge, even though gear was necessary (especially the tank one), you couldn’t just outgear everything, there was a lot of mechanics to the encounter. it was extremely satisfying to complete it
Doesn’t matter. The staggering numbers changes later on coupled with the lack of healer and tank specific mechanics and the ability to solo them pretty much means they weren’t designed with healers and tanks in mind - they’ve just been heavily doctored so healers and tanks can do them.
42% change for healers, which were already given plenty of ways to do damage in BfA even though they don’t necessarily need it.
42% is also pretty big, kinda tells me they didn’t do much testing.
Oh yeah, well I’m not requesting any further changes. I’m just pointing out these things weren’t really designed for healers and tanks. They were just changed after the fact.
Percentages are pretty straightforward my man. I’m not even sure what point you are trying to make. Even if they went from “X% to Y%” what matters is Y%.
For sure, I just don’t think even in future iterations they’d be able to make completely role unique content at this scale. I think we’d just get worse versions of each. I love mage towers, but they aren’t as big as visions. They’re one fight with one set of mechanics (except for the healing challenge).
You said they weren’t designed for tanks/heals.
They had on launch %s being lower.
They just further increased the %s.
“Percentages are pretty straightforward my man.”
They weren’t. They were designed as content that can be done solo or in a group, but the initial design clearly wasn’t ideal for tanks and healers so they heavily increased the percentages so these specs can just do them with the lack of damage they have compared to DPS specs.