I used to enjoy healing. Now I hate it more than ever. Which is interesting because the mechanics around incoming damage and healing feels the best it ever has since vanilla.
The problem is tanks that all feel the need to treat every dungeon like you have to do it as fast as humanly possible and will pull a quarter of the instance at a go. It’s easy for them to live most of the time because they are too self sufficient, but the amount of AOE damage, stuns, and the like that everyone else suffers just is immense. They zerg through without a care in the world and put almost the entire burden of the run on the healer, making it needlessly stressful and sometimes causing people to die and their need to rush paradoxically ends up making the run take longer. Even if the healer is great and does their job, sometimes DPS just eat a bad hit or don’t get out of the way in time.
It works fine when the tank does a good enough job slapping the enemies as they go by, but I’m seeing that is often not the case, They just body pull through half the time only hitting a few, and eventually I usually have to heal them to keep them up or someone else getting hit by an AOE. They aren’t doing a good enough job getting threat.
Sometimes you can keep everyone up, sometimes you can’t. Not everyone is geared for that kind of thing or always successfully avoid the AOEs from 200 mobs. Being an Evoker, the bad healing range isn’t helpful, and neither is the need to be able to position yourself carefully to hit everyone with your anomaly or dream breath.
I can’t believe I’m asking for something that would make the game harder on people, but I wish outside of specialized encounters that tanks would get a multiplier to received damage based on the number of mobs attacking them, once it exceeds something reasonable, like 10. Of course for boss fights with swarms of enemies, it could be suspended or just not ramp up as quickly if the threshold is just barely crossed.
I don’t know, something. It is frustrating that they have it so easy because they’re offloading all of the difficulty onto the healers.
And of course, the moment you say ANYTHING to them they get hostile and start attacking you.
Between these bad tanks and so many people quitting the instance when they don’t get the drop they want, the experience playing with other people is just terrible. There isn’t any punishment or disincentive for being a bad player. If you bail on a 5 player group, you should get penalized by a 30 minute timeout regardless if you’ve killed a boss or not. No one just bails for no reason, they almost exclusively do it because they didn’t get what they want and just bail and immediately queue back up.
Blizzard, you should try to make the experience better because everyone knows, a lot of people are just profoundly self centered and unless there is a negative aspect to being that way, they’re going to do it.
Yeah, get a guild/friends etc. I do. But we all aren’t around together 100% of the time.
EDIT: To those failing at reading comprehension: I am fine with huge pulls, they can be really fun. But the tank has to be GOOD enough to properly gather threat at some point, especially when they are going to run a mob train for 500 yards through the instance. But sure, keep calling me bad because there just can’t possibly be any other way to communicate to another human being without being needlessly negative.