Nerfing Impending Victory effects more than just tanks. Arms Warriors barely have any survivability, it’s just pop all defensive cooldowns (Ignore Pain/Spell Deflect/Rallying Cry/the Parry ability) and use Impending Victory when you kill something.
I don’t know if Arms gets more self-heal abilities with new talents/hero abilities, but nerfing shared abilities is pretty brutal.
It’s going to absolutely ruin pugging for M+ at any competitive level. Folks will trawl for OP puggers and just refuse the rest, because of the increased… I guess, competency level necessary?
They had a mega successful season in S3 of DF, but everyone whined it was too easy, so we are now knee jerking the completely opposite direction.
Does it mean we won’t be seeing healers shouldn’t have to dps threads anymore Remember seeing threads like that over the last year, or two is why I ask
I think it’s a terrible idea that will just result in a less enjoyable experience.
Tanks should be able to keep themselves alive for the most part while requiring little external aid if played correctly, the healers are there to keep the dps alive, because there is such a thing as damage going out to dps, and i highly doubt they will follow through with what they stated about damage.
So it will just result in a pitiful experience, for everyone. Tanks will pull smaller, healers now have to focus more on tanks while also having to heal up dps, and dps will die more often.
Overall just horrendous, and i don’t understand why they seem to think that this is a goal they should have.
In short it’s stupid, these changes are stupid and short sighted.
Depends on how everything else is balanced. But ‘God Mode’ should never have been a thing. This game was designed around the trinity and it is about time they get back to that philosophy.
I understand why these changes were made. Casual players rightfully complain about how irrelevant healers are in leveling, timewalking or even heroic dungeons… but at the same time, these dungeons:
Are leveling/low difficulty content
Are designed to be easy
Does not require a premade and is available through LFG
I feel like Classic/Vanilla has the kind of gameplay these players are after, when the healer is much more involved with healing/micromanaging the tank in baseline content. There’s nothing wrong with making healing more engaging in lower content, as casuals are critical to a playerbase…
However…
My only concern is a negative spill over due to poor tuning in mythic+ dungeons. I have yet to see this utopia when I don’t have to heal anyone in mythic+, between all of the unavoidable AOE damage going out, and players making mistakes. I always appreciated a good tank with great mitigation and self-healing because 9 times out of 10, I’m healing the tunneling, oblivious dps players far more than the tank, even on high keys!
If I’m going to be healing the tank more, dps players will die more often if they play poorly because tank has higher priority. At higher level mythic+, I see this change making the game less fun for all players, especially the tank/healer roles which are already less popular than dps.
Unless of course, we are talking about the high, high end elite players flawlessly executing on discord- the less than one percent of the population who clear high keys without a healer at all, in this case… the game should NEVER be balanced around this group!!!
tl;dr - this may or may not be a good change depending on how tuning is in all facets of content. If mythic+ is awful, I hope tuning will happen quickly, because making a drastic change so close to release seems a bit risky imo.