No time to just blast in M+; fun lost

I’ll respond seriously even though you seem to be trying to make fun of me.

I would cut the random spam-cast damage by 50% (things like “throw flesh”)

I would make most dispels have a couple of schools that would work to dispel. Meaning some dispels are both poison and disease, or magic and a curse, with either working on them.

I think BFA S4 was much better than the dungeon pool we have now. I know a lot of people disliked Tol Dagor but I feel like all of the dungeons we have are Tol Dagor level these days.

I would move some challenge into actually making the timer DPS-wise, than trying to catch players with their pants down with deaths and this increased death timer. I think it’s not fun that everything dies within 35-45 seconds on a 12

Sounds very boring for healers if death is mostly impossible.

I think this is revisionist though because they had mechanics - and people did die. (Shrine of the Storm was full of casts.) Kings’ rest wasn’t seen too favorable either.

Death would be plenty possible.

You are entitled to your opinion but I disagree, though I will give you that shrine also had a ton of casts. And it was one of the most hated dungeons.

“Fun” is blasting. They said they were going to give healers more to do by increasing health pools, but they simply increased the damage along with it. So it isn’t really possible to wither away a player right now.

In a weird way it has made it harder for them to make a higher-level key more mechanically difficult because if everything is a one-shot at a 12, then those one-shots can’t be more one-shotty on a 19.

So if a healer is that good, they could previously just go to a higher key for more challenge. heck I did some holiday runs with some old casual friends last night, and people were getting one-shot in a 9.

The nice thing about BFA was that the one-shots came in key level by key level. On a 20 there was a new one-shot, then on a 21 there was another new one-shot, and so on. I only got up to about 25’s and 26’s but there were still new one-shots I was finding at that level. THAT was really fun for me.

So tell me my opinion is wrong, but for me personally it was much better.

Then DPS would be stuck rotating defensives ( the gameplay that you dislike.)

And if such higher key does not exist?

Algethar academy can be reduced down to Veximus.

Delete everything else.

More people wither away now compared to before.

No I never said that. If you won’t reply to my actual words and instead make stuff up I’m not responding.

There is always a higher key.

This is hyperbolic. And you’re bringing up the darling key of DF, by far the most popular key of the dungeons made for that xpac. WoW could use more keys like AA.

Pulling 30 mobs with lust? now that’s fun. Modern keys are designed to prevent big pulls like that. Most of DF was designed to be anti-big-pull, but that was one they let slip by.

Not in my experience. I see spam casts killing most people, when more than one spam cast targets the same person. However numbers-wise, I would say the tank dying definitely has the most deaths associated with it. Most of the time, it’s white swings from the tank moving away from the pack, and then moving back to the pack. The result is all of the swing timers have reset, so the tank takes 5 white swings at once and falls over.

one tank death often means 5 total deaths.

At what key level is it acceptable that you have to use your full toolkit instead of just target dummy dps rotation?

You singled out Throw Flesh. Function: single target damage to a random player. You can either use defensive, heal through it, or stop it.

If the fact that stopping it is at all possible, then making the mob CC immune would suffice.

If the issue is that it’s only a single target, then making it AOE would fix that.

Responding to multiple casts of throw flesh is not rotating defensives. Rotating defensives means that you use a defensive for each AoE event.

The way it is now these random casts will target people completely randomly. If you have two (or more) casts aimed at you at once, that’s a one-shot on anything above a 9, so you need to use a defensive outside of your defensive rotation, or a CC outside of the other abilities that need to be CC’d by someone (like resonant barrage or soul harvest for example)

Additionally to see that you have two casts aimed at you at the same time you need an addon. I have two addons showing me this. This is not available in the Blizzard UI.

Modify your question to make it make a genuine one and perhaps I will answer.

It is indeed rotating defensives.

If instead of Throw Flesh not being random target, it was the entire group, you’d be better off, I guess? (And of course, less casts go off to compensate.)

But the thing is, Throw Flesh can also be stopped. Just taking the damage isn’t the sole solution there.

I disagree, you take the death, move on with the key, time it with time to spare.

And as a comparable example:

Siege of Boralus.

Mechanics on trash often kill the unprepared.

At least one key level higher than the keys I want to run.

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Those are reactionary defensives. Some are fine. But when a pack has 4 “throw flesh” casts and people die to something they can’t see without an addon because of it, that’s no fun.

You ignore that I wrote this:

Again I am not saying these are game-breaking mechanics. Dying randomly to something you can’t see without an addon isn’t FUN.

I guess many people in M+ aren’t playing for fun anymore, they’re playing to achieve score for bragging rights. But Blizzard wins when they are able to make a game both fun and challenging.

Too much challenge without the fun is annoying, and no challenge and the game is boring. I fully understand this is a tough thing to get right.

Since I heal, for me to have fun, you have to be able to die. And in packs of lots of damage, you just rotate stuff. (Without addons.)

I get that, and I want you to be able to have fun too. I think Blizzard was on the semi-right track when they were raising health pools but they also raised the amount of damage to match the health pools.

What they instead should have done was increase the health pool size but not the damage, and nerf healing more. Particular self-healing.

At this point healers are barely needed with a really good group, as long as there is a damage with decent off-heals. When I time all of my defensives I barely need healing except for big AoE moments, and even then often I can manage to come out of those at near full health with a well-placed alter followed by barrier for example.

Having a larger health pool but less available healing means that a few spam casts can go off on the same person, and then there is something to heal

You’re not healing anything when someone’s health goes from 100% to 0 in 0.1 seconds.

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That is true.

That can work, but if abilities exist, at some point, they are expected to be used. The alternative to that is simply removing them from those classes.

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It is strange that Blizzard said they wanted to give healers more to do but then handed out a ton of defensives to DPS specs at the same time

There is more to do (compared to Shadowlands.)

Some tanks don’t have constantly rolling CDs for tankbusters in M+. If you miss a GCD for Death Strike, BDK literally 100-0’d. Without DRW, BDK is very vulnerable to 100-0’d by white swings + tankbusters. If you check logs the healing gap of BDK needed to be filled by the healer is very high.

The healer has zero agency with the tank’s survivability and self-sustain. Blizzard should revert most tank nerfs. Regardless of what they change for S2, S2 will be the same as S1 except it will be much worse.

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So it looks like they’ve tried to address the issue via tier set bonuses. Basically, tanks get a proc of their major defensive and healers put a heal on targets that procs when they go below 40% health.

Honestly it sounds like the class designers are in an arms race with the encounter designers and instead of working together to find a happy medium they are trying to solve difficult tuning choices with tier sets.

I’m not convinced it’s a good choice, but perhaps it is.

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IMO there’s probably a happy medium to be found in key level scaling where people can do mundane content without it being stressful and you being able to climb high enough where things can die.

Healing felt better to me when each dungeon had a handful of ‘use CD’ pulls (mostly that were player oriented because we knew we could do giant pulls and survive) then the rest of the dungeon was like a 60/40 mix of healing and doing damage. So at the very least there’s some level of opposing views between the two of us on how a role feels more fun and I believe it’s entirely possible to satisfy us both Via game design.

That’s one thing I think that gets overlooked by most of us here when we have gaming discussions. When a game is able to be custom tailored to player feedback, it’s entirely possible for everyone to get what they want (within reason obviously).

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They should delete BDK or radically redesign it.

It’s not a tank issue. It’s BDK one.

And as for the others, it’s cause tanks have the ability to reduce damage, so, those abilities are supposed to be used. The difference in player skill is very high. Nerf tank damage reduction abilities, reduce mob damage to compensate.

I don’t want tanks to be immortal on bosses. (At least now, if they live, it’s cause tank is exceptionally skilled.)

I want people to be able to die in 10s (or wherever rewards end.)

If 10s are seen as mundane, that’s an issue in itself.