Tank health = yo-yo

I’m not good and my health doesn’t do that unless I have no defensiveness up and a fresh group of adds.

Check what your tank is actually doing, then come back and update us.

Its effectively the same as a nerf to all forms of healing, with the implication being that they no longer need to tune things around healers healing as quickly, which should mean smaller damage spikes.

(At least that’s how I read it)

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What annoys me is how much tank skill plays into it. Healers can accommodate for a lot of badness in lower tiers of difficulty. Tanks and DPS even come to expect it.

Then you get into the higher tiers and tanks get one shot. Huh… How come you handled the same pack just with no defensives fine and you’re struggling on this one? Oh, that’s right, maintaining bone shield is hard.

Aight, here’s your “enablement” heal.

So which one is it? Is it constantly? Or once or twice a pull? Big difference here.

I saw that too. Must be one of them Netflix healers.

Yo - yo is no yo.

i’m sure that will work just as well as the last five or six times they made this exact same “fix” and it had no effect other than making healers annoyed

worst ones to heal imo idky i just hate healing them so bad and theyre also kinda rude lol

:cherries:

the problem with this is that they didnt scale alot of abilities to make up for the change.

It’s not that though. It’s people complaining X is beyond their skill level (regardless of what X is) and whether or not they should be there.

Keys are easier than ever numerically, and as for healing challenge, with what basis of comparison?

This is doing most of the heavy lifting. We need to see how well blizzard does with their tuning and the scaling system that is M+. They should probably tone down the power creep though unless they want to keep having to make this change.

not all tanks are like this, but it is in line with their tank design philosophy over these past few years. blizz has more or less been nerfing tanks and making them more and more reliant on healers.

the two meta tanks (monk and bear) need the least amount of attention.

I got my bear to 3.4k rating and its self heals and defensives are amazing.

I have been pushing my VDH to +10s and it is a totally different world.

as an example, with my bear, I can hit barkskin before going into a pull. that gives me 40% damage reduction before I even get close to the pull.

with my VDH, i have a 40% DR in the reworked fiery brand. however, I have to be in range of the mobs to cast it and casting it pulls the mob.

with bear, i can spam ironfur that gives me massive damage reduction against melee hits (the bulk of damage a tank takes). with VDH, i can keep my demon spikes up, but that gives me parry chance. I can still take lots of hits.

with bear, my frenzied regenaration can provide me with massive self heals and I can cast it on myself as long as I have rage.

with VDH, my best self heal is either fel devestation or from soul fragements. for either of those, i more or less have to be in combat. i can’t heal myself up after a pull. i have to be topped off by a healer before the next pull.

this is like BDK, you have to be able to cast death strike to heal yourself. if you are not in melee range of a mob during an aoe damage moment, your self heals are pretty much worthless.

so bear is just way more tanky most of the time versus my VDH for which I very carefully have to juggle defensive CDs. and I definitely rely on the healer much more even in little old 9s and 10s.

so, bear can go in with massive pulls and be very self reliant. VDH has the mobility to create good sized pulls, but has to be very careful with resource generation so they don’t fall over. and VDH definitely has to use that mobility more often to kite (as is ite design)

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“good” players aren’t running 24s. the best players in the world are running 24s with meta comps min/maxed out the whazoo.

good players are running 13s (top 23% of players)

very good players are running 16s (top 8% of players)

i don’t think anyone has timed all 8 dungeons at 24. all 23s timed is 0.1%.

0.1% of the player base is not “good”; they are the absolute best in the game

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Ok you’re the smart one here. You’re right these changes are a nerf to healing. It’s really weird how they framed it

It’s not about power creep though. It’s people thinking they have a right to do X when they lack the skill.

M+ is infinite scaling, and unless you turn everything to health sponges with no possibility of death, people will die at some point depending on healer skill.

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I can’t comment to that. I don’t play in a way where I expect to notice a difference.

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They may have outgeared it or maybe it was a later season. SL S1 tanks were so fragile that the meta was to kite.

They always do this and say it’s to make things less bursty and it 100% never is what actually happens.

If you want things to be less bursty you can’t increase damage by the same amount as you increase health. You’d have to increase health and leave damage where it was and possibly reduce at least the higher-end healing values.

As far as the original topic goes, they need to re-design DKs and DHs if they don’t want their health to yo-yo. Blood shield should be changed to be more like ignore pain. DH could use a stagger like mechanic maybe converting some damage into a fire DoT and rather than cleansing it you counter some of it with your own self-healing.

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sure, but then people just pull bigger or push into ever-higher keys and the problem appears again. it’s not as easy a problem to solve as some here expect (i don’t mean you specifically!)

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you bring up a good point and that is AOE.

You can’t pull massive packs if your DPS can’t AOE/control them in the burst window.

once that ends well you either killed them or died.

Which asks the question is high mythic + designed to be mass pulled?

whether it’s “designed to be” or not, that’s how it ends up because the timer is a genuine factor in high keys.