Armory is bugged.
How about we stop trying to bait people into playing a spec they don’t want to play, and just make 3 dps vs 3 dps possible.
Don’t think you can incentivize healers without gameplay changes to make it enjoyable.
Healing uncoordinated slobber knockers gets old quickly to me at least, then there’s aggressive dampening that forces games to end at ~2 minutes by gutting healing throughput. Throw in the occasional spikes in damage with some abilities critting for well over 100k and you get a pretty crappy experience.
Any changes made need to be geared towards letting healers feel like they can play the game or contribute to wins outside of being a heal bot in my opinion. The crit nerf seems nice, but I wonder how it’d feel if they slightly reduced the dampening per minute at the expense of shuffle rounds being 1 minute longer on average. This would hopefully make it feel like healers have more opportunities to make plays before they feel useless once dampening ramps up.
My problem with it mostly is how unfair the system is to healers. DPS climb so much easier and it seems like healers are kind of an afterthought since they don’t really get shuffled either. We need more rating for wins and shouldn’t lose as much for losses.
Again, nerfing cc isn’t going to change anything because each round of shuffle has to end at some point to conclude the match in a reasonable amount of time.
Now the emerging lose conditions will be mana or someone dying through freecasted heals.
They should just throw in the towel and start giving real rewards for queueing as a healer, not giving weight to reddit essays where Melvin breaks down how the game should be redesigned because his dps are obviously throwing his 1600 games.