The necrotic affix’ purpose is to make staying in combat harder the longer the fight goes on. It is countered by kiting and cc to stop auto attacks on your tank, small pulls so stacks do not get out of control, and single target to kill mobs so they can’t build stacks.
The necrotic affix has two parts:
Healing/absorb reduction of 2% per stack: this means at 50 stacks you can not absorb damage or be healed.
Physical damage dot that does more damage as it stacks up.
I think the absorb/healing reduction is imbalanced. Some healers and tanks rely on absorb/healing cooldowns for dangerous situation. Others have a much easier time because they are more damage reduction focus which do not become weaker because of necrtoic’s absorb/healing reduction.
My suggestion would be to remove the absorb/healing reduction. The dot damage would have to be buffed but it would still achieve all of the design goals as the current necrotic.
Please consider bringing the player not the class blizzard when designing your game. Always consider all comps for content in this game.
There is nothing wrong with necrotic. There is everything wrong with Tyrannical and Fortified (and in this case, fortified is a way bigger deal with necrotic).
Tanks also naturally have to kite currently anyway. Necrotic becomes naturally less threatening when your tank has to otherwise kite just because they go splat even without any extra help from necrotic.
I refuse to do SD on any tyrannical week or storming week. I have done a horrible plaguefall last time necrotic was up and we got stonewalled hard on the 3rd boss way past the key and beyond (like waaaaaaaaaaay past the key).
I am well aware my spec is 1 notch above bottom tier, but you can drop the necrotic on the 3rd boss with help from your group. Specifically my DH taunted the boss and dashed away to get hidden adds while I waited for the fixate to wear off and a second extra to taunt back while running the opposite way. It was not pleasant, but it worked. None of the other bosses pose a super threatening necrotic issue though.
I’d take necrotic every week though if Blizzard would just friggen remove fortified and tyrranical or at least move them to +16 keys.
This is why I’d like to see a change with necrotic. And removing the absorb/healing reduction would mean you’d be able to use a cooldown when adds are up more effectively.
Except the common problem with most any group (pug or otherwise) is tyrannical itself. That boss just happens to be the one boss necrotic is nasty with because she melee’s like a dang DBZ character in their super sayin god mode or whatever nonsense and she never has a natural let up long enough for stacks to drop naturally.
Honestly I am fine with that though. I’m good with bosses making certain affixes extra annoying. I did mists on explosive week and boy was it nasty. I actually took on orb detail on the 2nd boss when she splits just so the DPS could focus on finding and getting the right one dead ASAP so orbs didn’t wreck us and the last boss was rough too since his dang gigantic body can cover them up despite them supposedly spawning farther out than before.
I’m not asking to nerf necrotic or remove it. Just change it so that tanks and healers can actually use their cooldowns. I get you take issue with tyrannical but that’s also off topic for this post. Even considering their interact.
Ignoring the mechanics of how Necrotic and Self-Healing interact which could just as well be fixed by making self-heals not be impacted by Necrotic, part of the problem with BDK is that their class/spec fantasy is just at odds with how M+ is designed. They’re designed to be like Darth Vader - slow and unyielding, but current M+ is designed around fast play, kiting, etc. It’s hard to reconcile the two with each other.
Side-note: From what I understand AMS counters Necrotic. While I don’t think that fixes the problem all the way, it should help the specific issue OP is running into.
While the absorb/healing component of necrotic effects blood dk more than the other tanks it still does effect the other tanks. But it has a greater effect on healers without DR cooldowns.
It does but it also isn’t nearly as potent anymore since if you wait too long, it pops early before stacks drop (especially if you got other sources of magic damage coming in). I’ve never regretted playing this toon more than I have this expansion and solely because of how broken mythic+ is. Me and my rag tag team are pretty much opposite meta specs, but I 100% feel like I am holding them back.
But I’ve always detested fortified and tyrannical and felt they were just cheap excuses for affixes. We already have scaling on key levels…and neither affix actually adds mechanical differences to the dungeons themselves. I’d so much rather see both removed and put on 16+ keys so those who want the challenge for no extra reward can have it and let the rest of us actually get to have fun with the affixes that actually make us do something to counter them.
It’s only partially true. The scaling of Fortified and Tyrannical force you to pay attention to mechanics that you otherwise might ignore and just DPS/heal through. 2nd boss of SOA for instance just falls over and dies instantly without Tyrannical and people barely learn how to avoid the bolts. Similarly bosses with a soft enrage that are supposed to feel scary and push people to max their rotations and avoid losses of up-time (mechanical challenges) simply don’t have to optimize nearly as much because bosses just die. On the flip-side with Fortified, you actually have to think about using your kicks and stun rotations properly on trash because you WILL feel the pain. Mobs like Enraged Spirits are free on Tyrannical but on Fortified you’re actually thinking about lining up defensives and bursting them down as they should be.
You seem mistaken in thinking that removing Tyrannical would mean you just get free easy bosses all the time. Blizzard would be far more inclined to bake Tyrannical-like HP into the bosses themselves, increasing boss HP by 20-25% every single week rather than 40% sometimes and 0% other times. Similarly trash would probably be made to hit harder all the time.
This would help only the top-end of players who really enjoy pushing keys and want a more level playing field from week to week, but for every else, it simply means there are no more “free” weeks for pushing - it would be semi-tyrannical all the time, not fortified all the time.
Eh. The strength of WoW is in the diversity of experiences. I like how my bear and prot warrior feel different. Do I like how the prot warrior is worse than the bear? No. Do I like how it has its own unique taste and flavor and it isn’t homogenized and bland? Yes.
I don’t expect or want free bosses. I want boss and trash mobs to be as lethal or ignorable relatively as normal with certain affixes shaking things up and making us rethink priority targets or CC or even sometimes different routes or whatnot.
The only time mechanics get ignored even on mid keys is when you just plain out gear them. Most aren’t at that place yet so even if it is a tyrannical or fortified week, you still respect the relative lethality of all bosses and most significant trash abilities that you don’t risk eating them regardless of affix.
I’d also be perfectly content with a consistent boss % increase per key (which is really what the scaling already is) because at least then it wont be wildly different week to week. If said boss has 4 mil this week, he won’t have 2.5 or 6.5 or whatever week to week.
As a tank, I like having different routes on some dungeons. Your mileage may vary.
The majority of players right now overgear the keys they’re playing. Like, looking at your RIO, you’re 15-20 ilvls higher than the ilvl you reasonably might need to push the highest key you’ve cleared. I’ve even fallen in that habit myself, to avoid burn out I’ve been playing keys on the lower end of my spectrum just to fill my vault and have a nice chill time. It’s pretty easy to fall into that play pattern.
Tyrannical is one of the few features that forces people to acknowledge boss mechanics and not just drop bosses in 60 seconds with Pride + Lust. Tyrannical is not a bad thing for the majority of players to have to deal with. Tyrannical only really becomes a problematic design at the upper end of the spectrum for players pushing the cutting edge and being road-blocked some weeks by the tuning of specific encounters.
I mean, you say that, but given people have already experienced what fortified boss fights feel like, a large portion of players would almost certainly whine that “bosses have too much HP” if you partially baked tyrannical into the encounters and made having to pay attention to bosses the default.