Stop complaining about having to do damage as a healer... all you have to do is weave in a few spells

Because it’s obvious that they can’t, anyone playing the game would be able to see this, otherwise group would wipe randomly left and right.

Being able to crit doesn’t mean critting often, and I have seen tanks get randomly one shot mid boss fight at points and every one goes ‘what the heck just happened’ after the whipe so…yeah, moot point

Question on the crit thing. What is the exact mechanic that happens when a tank turns their back on mobs? Is it just their mitigation drops?

I think you’re just sorrounding yourself with bad players which turns you into a bad player that actually believe mob can crit.

You don’t even believe a parsing site that shows literally no one taking a crit damage from mobs.

He’s correct. That’s why tanks would get insta-gibbed if a dps was attacking from the front and getting parried. As far as can’t crit, I’m not gonna look it up, but when they took away defense as a stat, they made mobs not able to crit or parry haste. If you want the info, look it up for yourself. I can’t bother with it.

Tanks have a decent change to dodge/parry or block, it gets reduced to 0 if you turn your back on mobs so you basically reduce that mitigation to 0.

2 Likes

Thank you for the clarification. I knew you’re not supposed to turn your back and always strafe instead of literally turning around. Never really knew the exact reason why. Just a vague understanding

I’m not saying anything should be taken away from healers. I’m saying it should be more so for everyone. Give melee and ranged greater abilities to heal. Create more interesting playstyles for them. Damage classes could find new and interesting ways to help down bosses in dungeons and raids. Guilds could plan and strategize around melee healing and ranged DPS tanking in certain situations. Healers could make better use of their whole toolkit.

Now? Please tell us what you ever did. You literally have nothing of note and you’re here grandstanding. It takes some pretty special underachivement to get out flexed with silver proving grounds, but here you are.

I think they tried this in WoD. It was there to a large extent till the end of MoP where because of 10 man raiding they wanted all classes to have some greater degree of versatility and group utility. With the introduction of 20m mythic raiding, they tried to keep it at first but it got broken and was abused and still has been to this point (Think dks being brought for AMZ as recently as 9.0 or to a much lesser extent bringing a DH for darkness). I think they should go back to it but also have a corresponding reduction in raid size. This remains the only game that does 20m instanced raiding. The highest in any other game is 16 as far as I’m aware and well, non instanced raiding isn’t really well supported by this game without sharding of some sort due to the older graphics engine. Most games do 8man raiding. It is something that should be considered too and would make the RWF more interesting imo rather than less interesting and would allow for design freedom in terms of adding such versatility to classes again.

1 Like

It might, but for the most part for pve content everything you do is to maximize the amount of damage the team is doing as a whole, unless they overhaul raids and dungeons where you suddenly need more tanks, you are never going to have dps go out of their way to heal/tank in a way that reduces their damage.

There is a finite amount of healing(and damage mitigation for tanks) that is required in m+ and raids, while having more damage has no real limit, outside of some janky transitions for some bosses, but Blizzard are getting better at avoiding those scenarios.

1 Like

Yes I’m proposing for change. Why should healers be the only ones now getting to make a difference by doing damage.

During MoP with my guild I’d tank dungeons on my Demo Warlock. It was great fun! WoW should have more of that now.

It’s the direction I hope at some point they realize is the way to go :<

The only thing bringing that degree of diversity would ruin is the simplicity of the leaderboards. Rn there’s so much competitive fighting to be on io leaderboards or warcraftlog parse leaderboards that even creativity is only considered in the viewpoint of leading in those metrics. For everyone else and everything else, this is the literal definition of providing classes some form of identity. That’s where I feel the design team messed up either on purpose or through sheer incompetence. They took class identity and uniqueness to be defined by “this is something only I can do” which doesn’t really work in a game where there’s only really 4 primary role definitions (tank, healer, ranged, melee). I take class identity to instead mean that everyone can do some degree of all 4 of these roles in varying degrees for each (can actually even have it so that you can pick and choose which degree of each you want to be good at if designed that way) but each class or spec does these roles in their own unique way.

Balance does become an issue then of course but…it’s an issue right now even with things the way they are. And that would be a more fun balancing issue imo because the sheer degree of versatility across classes would mean tuning and balancing would more be needed to reign in those classes that exceeded the degree to which they could fulfill their roles even among other classes rather than the current pigeon holing that goes on with roles and specs. It would require a complete design overhaul to actually do things this way and is thus unlikely at best.

They can still crit. But I believe tanks have baseline abilities that prevents this.

If you are on a non tank character they will definetly crit you.

In wotlk when I started playing you needed to farm defense rating for tanks and reach the cap to get get crit. They made changing more accessible down the line by removing defense rating and stats like hit rating.

You can force mobs to do more damage to you by letting them hit your back and critting you by sitting down and having them face your back I believe. You cant dodge or parry hits on your back.

Your job isn’t to sit around ready to panic heal the tank in the event that they do something wrong and get chunked. If your tank is dying in the span of time it takes to cast one Lava Burst then that’s a tank issue, not a healer issue. Even if something unexpected does happen, tanks have their own panic tools and will generally be able to react faster than you are to those sorts of damage spikes since they’re in a better position to see when they’re coming.

And if you do want to help the tank out in those situations, I see nothing wrong with the solution you proposed. Cancel the cast and fire off a panic heal. That’s totally fine.

2 Likes

Mana recovery you bloviating Druid.

Ah, the last resort of the logically impaired. Ad hominem attacks.

I’ve been playing since 2 weeks into Vanilla release on multiple accounts.

I routinely delete ALL my toons after selling off my stuff to get that “new XPAC smell” (about every other XPAC.

If you can’t make your argument on its merits, kindly stop embarrassing yourself.

1 Like

Yeah, no. Why make healing more complicated? It’s already one of the least played roles in the game. Do you wanna just drive off more people? Cause once you have an imbalance like that it becomes difficult to correct it. Honestly… there should be difficult healing specs that need to weave in damage to heal properly, and brain dead ones that just tab and spam heals. So players who are not good healers can still heal while the vets can flock to specs that are more fun. If you make every healing spec more difficult, you just push out a large chunk of your playerbase in a role that barely has any of the playerbase to begin with.

2 Likes

Is it a matter of difficulty, though? I don’t think it is.

1 Like

I’d say yes. Most players honestly are complete garbage at this game. They cannot multi task at all. Most players can barely do 1 thing and avoid damage and do mechanics. Now you want them to do mechanics, heal properly, do damage, and avoid damage all at the same time? Come on. Most players usually mess up on 2/3 of those things already. They never do mechanics, never dodge abilities, or they never dodge abilities and do garbage damage. Sometimes they suck at all 3. Add in a 4th variable and it’s a recipe for disaster.

3 Likes