I think the game you’re looking for is Tera.
then play hpal or mw monks tbh. MW monks just out movement mobility checks and hpals get them sweet insta casts over and over.
I really don’t like the idea that you could have raids where healers are only brought to patch up the mistakes of others and are theoretically entirely unnecessary if the other players are good enough at dodging stuff. People who want that type of content have options in other games.
When the raid needs to utilize their mitigation mechanics in tandem with healers it’s a good mechanic.
There’s so much raid damage on Mythic Sylvanas that I mitigate if there’s any risk of dying, or overburdening my healers unnecessarily.
Devs like massive aoe now. That’s why we see it in things like Legion invasions, which keeps low levels from completing the content as they are one shot by it.
This is what I am NOT a fan of. I don’t care about raidwides, but CONSTANT damage is just annoying. We’re talking constant damage that occurs often enough and hits hard enough. We’re not talking Painsmith’s Fire Dots or whatnot.
What fights have that? I’m struggling to think of more than 2 in all the dungeons combined.
Check who I replied to. Also you’ve certainly done stuff like Vectis,Azshara or whatnot?
We’re talking raids. A dungeon is a dungeon. A raid is a raid.
Yea and like I have said before the occasional boss where blasting hps is a good thing Imo. As is a tight dps check boss and is a heavy mechanics boss. I like there to be variety within a raid/dungeons.
I’m talking about it as a mechanic at all and the reason I went to dungeons is because I couldn’t think of any in the current raid.
There really are extremely few fights that constant throughput is a thing if you are going back to 2 bosses in the previous expansion and even then there was more to it that just hps on azhara with the taking stacks to reduce hp pools etc. Can’t remember vectus too well though I think there was some moving between groups or something? Maybe I’m remembering it wrong it was 5 patches ago now.
I mean, Painsmith is a gutted fight. It’ll never be as challenging as it was week one. Remnant has much more passive damage. Sylvanas is very similar in P3, though mainly on Mythic where the damage cycles are much more compressed.
Nobody was complaining about passive damage in previous raids. A good example is Blackhand. It was always there, but that’s all passive damage really is; “there”.
The reality is that you, as a non-healer, should be trying to help your raid mitigate damage and reduce the burden on the healers when you need to. Otherwise, there’s no point to including self-sustain and mitigation options in the kit. Having them disregarded in progression would nullify their value and purpose.
We already have heal-checks, and we call them the 3 DPS classes.
Can you try to elaborate on this in a way that makes sense? A heal check is when the amount of incoming damage to the group requires an amount of throughput from the healer that could be challenging, either by gear level or skill level. What could you possibly be imagining that makes this at all related to DPS classes?
The most exciting moment in raiding is when you finally beat a tightly tuned DPS race (or, kill it before it kills you) final phase and get a kill.
I’m going to suspect that he’s talking about pvp
What does pvp have to do with “Persistent Unavoidable Damage” as a game design?
That makes his “point” even more nonsensical…
It was a tongue-in-cheek comment. What I meant was, as a healer, the DPS standing in fire and not interrupting anything is the heal check.
Sorry I missed the tongue-in-cheek, but the OP has already expressed the opinion that a healer’s sole job should be covering for other players’ errors, so I just thought you were presenting a similar idea in all seriousness.
As a healer, I’m just constantly frustrated that no DPS interrupts. Meanwhile, we’re expected to take on the additional work of also contributing to the DPS.
I just think the design of the game is going in the wrong direction and people are OK with it because 60% of dungeon groups get to shirk their responsibilties.
What I hated most as a tank over the course of my wow life is mobs like the ones in Mana Tombs that will stun you then swap to your team and kill them and there’s nothing you can do to stop it. Unavoidable CC threat dumps on the tank is traaash
BC dungeons have way more chain stuns on the tank than they did before. If the healer is trying to do dps, the tank dies. It’s incredibly annoying.