I wouldn’t say that. Sure you likely aren’t literally damaging enemies too slowly to make time, but there are A LOT of problems in WoW that can be solved by killing them before they become a problem. Even if the timer wasn’t there, shorter fights are safer fights. You see the same thing in raid. There’s a reason people tend to use lust on the portion of the fight that’s the most risky. They want that section to be shorter and therefore safer.
Case in point, this is a problem with multiple solutions but one of the more common ones is indeed to kill the pack before the tank’s uber-defensive cooldown runs out. Whether or not the group’s DPS is high enough directly affects whether that huge pull is a viable strategy or not.
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I’m glad you agree then!
It’s just about us working as a team and hopefully more PuGs recognise that.
So let me get this straight
The more time you spend in a dungeon, the more healing you do. The less time in a dungeon the less healing you do?
You dont say.
The more the sun comes up the brighter it gets. The more the sun goes down, the darker it gets.
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I still dunno what’s worse, a bad tank or bad DPS. I think bad DPS because they control the speed of the dungeon.
I’ve done Normal dungeons where no one does damage and it takes 5 minutes to kill a trash pack. I would rather have a tank who falls over. You can rez them and keep going at least.
Was there a need for your condescending attitude?
Condescending? Like?
Why arent you out here calling out the OP?
I just thought we were in here posting obvious things like the more time you spend in a dungeon, the more time you spend performing your role
Bad DPS because you can do the same route/pulls as a tank and clear it easily with one group and the next everyone is dead.
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Thats cuz people take more dmg in keys that are not timed due to not doing mechs, and dying
They are there a post about them on reddit TDLR they like trolling keys
Bad DPS is worse because there’s 3 of them!
Its actually usually never a lack of DPS or HPS… unless the people on your team are just complete noobs.
It is almost always just not knowing mechanics etc… and I get it… sometimes people just need practice.
I’m usually a pretty patient guy when it comes to people just wiping on stuff… however the moment people get nasty I’m out. Go find another healer…
There are 100 groups looking for another healer rn.
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I really wish there was no deserter debuff. As a healer I get trapped in these groups with people who are below the tank in damage on single target. It takes 30 minutes to do 1 Heroic because these DPS are straight up new to WoW. They must be getting carried into Heroics, there is no way they are getting 567 ilvl on their own.
Bad DPS is a problem for the healer. Bad tanks are a problem for everyone.
The way i (sadly as a rdruid right now) have a 8 sec cd for dispell. Running with classes that can dispell and refuse to do so for the aflix is frustrating. Haha. And when people still think its okay to face tank aoe damage… when u have a good group i can dps more and heal less.
You must be having really bad luck. The last heroic I ran was grim batol and we did dang a full clear in like 14 minutes.
Not to put too fine a point on it but this attitude right here is literally the reason for the deserter debuff.
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Not to add pressure to tanks,
But the overwhelming number of failed keys I’ve been in have been because our tanks made poor life choices, or havn’t quite figured out how their survivability works yet.
Granted I’ve mostly just been doing +4’s this season.
Strong DPS can’t save your team if your tank is dead, or if the tank gets everyone killed via bad positioning… or if you only have 1 person getting interrupts.
A bad player in any role can kill a key, but in my experience it’s much more obvious when the tank is the one failing. Probably a contributing factor why not many people actually wanna tank anymore tbh.
If we’re just talking about LFD though – I mean, if you’re decently geared you barely need a tank. Failing in LFD is kinda hard to do nowadays. Usually in LFD you have at least one half AFK DPS anyways, sometimes 2.
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100% the reason for the extra healing needed if bosses and trash were taking longer and no one was dying
I’d bet if you had more detailed data you’d notice even clearer trends.
I can say from personal experience that I receive far more avoidable damage on a Demon Hunter than in a range class like MM/BM Hunter or any flavor Mage. I attribute this to melee might take more damage than range, but specifically DH fel rush into avoidable garbage b/c their movement technique is a staple damage ability and their disengage ability is also part of their rotation, so they sometimes don’t have escape options available when they need it for “not standing in fire”
It seems obvious, when the mobs are stunned and interrupted plus also being killed quickly there will be less healing needed. There will be unavoidable aoes and damage of course. That’s why higher keys sometimes could get by without a healer in certain parts. They had good control over the enemies.
I don’t think I play the game in god mode as a tank this season so far tho I’m not there yet. Lol