TBH, more rot damage in group content is good. The DF changes with 40% more stamina and damage taken, while additional tuning is needed, feels good. I feel like my role as a healer shifted away from having 30-40% overhealing, and itâs down to 10-15% or so. It means smarter healing is rewarded. While this doesnât necessarily apply to all forms of content (mana doesnât matter in M+), I like trying to figure out âoh, damn, I need to be more efficient or else I wonât have mana for this last burn.â And that is deeply satisfying as far as progression raiding goes â little adjustments to achieve better results, and the compounding benefits you get from simply gaining experience during progression.
I donât think this is possible. If youâre required to heal âa lotâ in a +5 or a +10, that unavoidable damage becomes unhealable at a +15, let alone a +20.
Just a matter of tuning and awarding gear that allows for scaling dungeons up that high.
If dps and tanks are saying, hey this healer is standing around - it seems the content is either too easy, or Bliz is now saying, âhey, we want less healing so you can do more dps.â
The issue is mostly when rot and burst line up to alpha strike someone.
Burst is fine, but imagine taking 15% of your total HP every 2sec, then getting blasted for 70% of your health. You looked safe at 85%, I started triaging you at 70%, but you got blasted at that 70% marker, and I feel cheated out of my role as a healer.
If Blizzardâs encounter team can avoid those âfeels badâ moments, itâs legitimately a great experience.
These were the same issues in that popped in Legion, basically, players pushed keys so high they were being 1-shot by bosses. Eventually itâs gets to be too much, and Iâm totally fine if we reach that point around the +25 more in DF. Thereâs no way around that with limited gear and infinitely scaling keystone modifiers.
I didnt know that. Thats interesting. I can see why healing responsibilities in general has been toned down - and why every DPS class has a damage mitigation ability. Kind of makes sense why they buffed HP pools in DF too.
I feel like I shouldnât have to say this, but M+ is timed. It is good design for extra effort, if you even want to call it effort, to contribute to making better time. That includes healers doing damage. That includes people using personal defensives, self heals, having leech and avoidance.
People arenât stressing about uptime and downtime because haha numbers go brrrr. They bring it up because downtime and uptime determine how well a timed run will go. They make the difference between completing a key and acing that shid, feeling like you just conquered a dungeon rather than scraping by.
Saying Tanks and Healers shouldnât DPS is just silly. Saying they should do their main jobs first is just obvious. Why do we insist on making it one or the other? If you are tank, you first keep aggro off your group, then you make sure pull is optimal for your groups current capabilities (factoring in CDs), then you contribute as much of your own DPS as possible. If you are Healer, you do what you can to keep group alive and fighting (except for that warlock who plays in fire, oh and that hunter who made snide remarks lol), then you also contribute some DPS as you are able.
If I am taking 70% of my HP in a single tick and itâs unavoidable, that is extremely poor design. JustâŚflat out. Thatâs why unavoidable damage, outside of reasonable rot ticks, is so incredibly difficult to balance around. The higher keys go, the more difficult they become (obviously), and gear can be used to mitigate that, but the dungeons scale harder than our gear does. This is why unavoidable damage needs to be extremely carefully regulated.
But for instance, there are some tank builds that are more dps oriented, and some that are more tanky.
So are we going to kick the tanky tank because hes not in a dps build for that extra 5% of total damage equaling the paltry 5% of damage that the healer is doing?
I am in no way, against a healer dpsâing. What I dont appreciate, is this movement among players to a place where the healer must dps to meet expectations - even in timed keys.
Yep, this was more common in Legion. So long as Blizzard can get the balance right for incoming burst damage while rot damage is present, itâll be really fun; otherwise, like you said, it feels like bad game design.