Suggestion: Spike tank and healer power

What are you talking about. It shows that the ratio of unique tanks to the total amount of runs is about the same even after the difficulty. The average keys completed daily is also nearly identical to DF S3.

DF S3: 213,808 average runs per day.
TWW S1: 220,441 average runs per day.

If the total runs and unique tank population is the same it means there are no less tanks now than there were in DF. The data also shows that there are more keys being run this season than DF S3.

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This is false. I don’t know to explain it any better than I already have. That math doesn’t work.

Let’s say that pre-pandemic, 100,000 cars per hour take the main road into city. The ratio of drivers to cars is a little over 1.1. After the pandemic hits, there are 20,000 cars per hour on the highway, but because cars require a driver, that ratio remains the same.

Does that help? The number of total runs isn’t fixed, so any interpretation of the ratio beyond individual activity is moot.

I think something drastic would have to be done to increase the tank population: either give melee DPS specs a way to fill the tank role via hero talents along with some baseline changes, or remove the role altogether, reimagine all the tank specs, and share the role across the entire party. I know most of you will balk at these ideas, but the notion that the tank shortage can be solved by half measures is wishful thinking, which means it will continue to take DPS half an hour to find a group while other games out there have q times under a minute.

Eroding the trinity is what got us here in the first place. Doing this will just kill the game.

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I hear you, drastic changes could indeed hurt the game, but eroding the roles is not what got us here. There has always been a shortage of tanks in m+ / healers in arena. If you buff tanks and healers you may drop those q times by like ten percent but that’s it.

It absolutely is. They keep trying to make tanking and healing “harder” by adding distractions to the core gameplay decisions. That’s alienated a lot of tanks and healers.

Granted, dps has always been the most popular role, but doing away with the others is not the answer.

I literally gave you numbers. You have “anecdotes”.

You are not in any position to call it false without having stronger data that says otherwise. You are literally blinded by confirmation bias and putting more weight into anecdotes than numbers and statistics.

Which is literally why you use statistics and averages. Lmao.

Well, I respect your opinion and don’t want to make you fight a two-front war. Good luck in your debate with Sosari. :slightly_smiling_face:

They fight with everyone, dont worry about it lol

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Yes. You gave me numbers. But you’re inferring something from those numbers that the data doesn’t bear out.

The number of runs isn’t fixed. This isn’t exactly calculus.

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Again which is why averages and ratio are used. Lmao.

I feel like I’m being pranked here. The rate is fixed and the ratio is influenced on the reward vector. So that average will always be similar, whether there are 3 million runs or 3000 runs. Runs lacking tanks don’t happen.

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How are you being pranked when you can’t seem to comprehend why averages and ratios are being used. Regardless of the Raw Completed Key number is, if there was less tanks then it would be reflected in the ratio between runs and unique tanks.

Total runs:Unique Tank Population

When you also compare the average keys completed per day, TWW S1 is also outpacing DF S3.

Get over your confirmation bias. Your argument is dead. Stop trying to put more weight on anecdotes when we clearly have enough data at this point.

omg. Obviously every run will have a tank. That’s not what’s being discussed here.

It’s UNIQUE characters.

Meaning the tanks are only counted once.

It would not. The factors that affect that number are: the number of runs it takes to get vault credit (1,4,8) and the number of tanks required to do a dungeon (1).

Explain how a tank shortage could possibly affect this number? 1 tank is always included on the run, and tanks will (on average) run between 1 and 4 runs per week for vault.

  1. Tanking isn’t a community service. Tanks aren’t going to just pick up the slack and run more above their personal goals just because the group finder is full.
  2. The ratio doesn’t change for the reasons I’ve already outlined.

These are literally not factors because again, we are looking at UNIQUE TANKS.

Each tank only counted ONCE.

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I literally think you are trolling if you can’t comprehend how this works.


What you are thinking of is if the tank is counted in every run even if they were already counted.

This number would be 19,738,938 total tanks in all keys.

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I feel like we’re saying the same thing.

Let’s say, for the sake of argument, that wows population is 30 people. That’s 6 tanks, 6 healers, and 18 dps. Everything is perfectly balanced, and they run 4 runs each. The ratio of tanks (6) to total runs (20) is 3:10 or a little less than 1:3.

2 of these tanks (33%) decide to stop tanking, and they role dps. The number of total runs that happens is now 12, but the ratio is now 4:12 or about 1:3. More important for this conversation though, is that at least 2 dps got less than 4 runs in.

So even a 33% drop in tanks (which we would categorize as catastrophic) doesn’t move the needle here.

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No… lmao.

Pretend season 1 you have 100 tanks and there were 1,000 total keys completed. Even distribution would have each tank running 10 keys.

Presend season 2 saw a drop off of 20% of the tanks. Meaning you now have 80 tanks, but 1,000 keys still get completed. Now each tank has run 12.5 runs.

Different amount of tanks will be reflected in the ratio of total keys completed with unique tank population.

Just because you lost 20% of the tanks doesn’t mean you lost 20% of the total key completed. This is like elementary math… cmon.

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But the number of total runs is not fixed.

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It doesn’t have to be fixed. LOL. That’s again the point of using statistics. Go back to school, not even joking.

The formula you just suggested, requires that the total number of runs be fixed. It’s like some perverted form of Boyles law. Fewer tanks means fewer runs are happening. More DPS are sitting unhappily in the queue.