Tanking is in such an awful state right now

I’m not sure it’s a healthy design to have tanks not have to rely on DPS or healers at all.

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Because they do. Theyre not topping people off in a single GCD any more. This is what they asked for. My comment about healers had nothing to do with tanks.

Again, never said it did. Nor is 3rd boss CoT spiky damage.

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Its not. Which is in part why the stop change got reverted and tanks lost some self sustain

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you gotta stop feeding the troll

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No we DID NOT. We asked for less spike damage requiring healing to be a reaction speed game. More floating health levels instead of full/dead. More ability to flex healing throughput at a constant rate instead of being bored 90% and hair on fire 10% of the time.

Sheer morons lamented that healers were expected to do some damage; not only is that still true, it never should have been listened to in the first place.

Now almost every single M+ boss has an AOE that requires a certain amount of healing to happen in a 5-second window or everyone is dead. Nobody asked for that and it is what’s stressing healers out.

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The majority of the threads i saw and partook in they were.

Precisely. Now you have less spiky damage and lower heals making you spend considerably more GCDs into healing. Now healers get to heal more (this was also discussed as what would happen. Larger health pools and lower heals).

Every little bit helps. If youve got down time its better to DPS than sit idle.

In bad groups yes. Like i said, good players reduce a healers load considerably. Thats why youve got a healer pumping 700k hps in a 7 and only doing 500k in a 10.

Sounds like bad healers. We had AoEs in DF too. IMO those ones were worde because they hit harder because not all of them were DoTs/pulses. Some were just one big chunk and if you fell behind you stayed behind.

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Correct.

Wrong. If Blizz implemented it properly then that would be the case, but they didn’t. Rot damage is nonexistent, didn’t even attempt to use the most obvious tool for the job.

And you definitely do not know anything about healing if you think unavoidable = nonlethal. Higher keys have lower hps because ALL OF IT is concentrated into those burst windows and the rest of the time you could stand around picking your nose until brain comes out.

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Never said it wasnt lethal. I said it wasnt spiky and that good players make it nonlethal

Higher keys have lower HPS because higher keys require better players to push them. Those players know how to use their kit to keep from dying and to make healers/tanks lives easier.

Theres a reason why a 12 key has a total of 70+ interrupts and 35 hard stops while a 4 key has 14 and 8 for the same dungeon run at the same duration.

Yeah you keep getting that wrong because you don’t pay attention to damage profiles.

Yet you insist on telling healers that you know how to do their job better despite knowing absolutely nothing outside your lane.

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Im a tank. I have to know damage profiles in order to do my job.

5 ticks to death isnt spikey.

You’re just playing with folks who dont know how to use their defensives is all.

DF S3 and 4 were probably some of the easiest seasons in the game. Everyone admitted DF S4 was basically just a vault and mount farming season because it was Uber easy. Now with the squish a +12 is technically double that roundabout and has a little more difficulty to it kind of like season one for dragonflight. So comparing season one of the new expansion to the vault farming season of the last expansion is just silly.

The duties are getting a little disjointed. They need to go back to the trinity.

Tanks should manage their health and control the pack.
Dps should do the damage to the pack.
Healers should prevent/reclaim damage taken from the pack.

This inverted curve is a predictable effect of them moving responsibilities around as a way to up the “difficulty”. Also, the forum has the memory of a goldfish and a pension for the hyperbolic.

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I don’t think Blizzard took those complaints into account when making their decisions about tank/jhealer changes in season 1. They had their own reasons that players could only guess at.

The squish happened at the end of Season 3.

And yet somehow S3/4 of DF was easier than S1 TWW.

More stats
More familiarity
Better/easier dungeon piil
Arguably best set of tier across the board in terms of power

A couple really bad things happened that came to a head in season 1 TWW.

First was the key squish. Blizz thought that they could revive Mythic 0 to be somewhat viable to give rewards and make 2-12 keys roughly 12-22 keys. However, the reality is that Mythic 0 and M+ are seen as 2 different systems and players will want to do a +2 if they are ready or not. Many who are basically deadweight in +2 get carried and might get a 3 or 4 key. The result is that 2-5 key range is full of players who frankly would not be there if there was a more spread out key range. These players would be in 6-9 keys, not 12+.

Second thing was the tank nerfs. Tanks have been extremely powerful for a long time and blizz looked at it, saw an imbalance and wanted to bring them more in line. But in practice this was a disaster. Tanking is a role that is stressful enough. By making the role harder, all it did was utterly gut the tanking population which was already too low to begin with. The result is a horrific wait time trying to find a tank and god help you if the tank actually knows what they are doing or not. The tanking role has to be over powered to an extent to incentivize players to want to play it in the first place. The current state of tanking is just unacceptable and it’s damaged this season.

The final thing that happened was dungeon design. The class design team said they were disarming tanks so they could scale back spike damage and smooth out the intake. This was either a miscommunication or an outright lie. While the class design team was disarming tanks under the promise of a truce, the dungeon design team was doubling their defense budget and sending troops to the boarder. This honestly falls on leadership. The two teams clearly were NOT on the same page and the managers did not do their job and coordinate the vision between the two. The result is a disjointed season where tanks were disarmed while dungeons were made to be meat grinders.

TWW is the worst season of M+. This is worse than SL season 1 kite. It’s freaking worse than the ghuunies. The state of the game in terms of M+ is nearly unplayable and no one has fun.

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Season 3 of DF was the best. I was doing M+ for FUN.

I do not understand why they felt compelled to fix what wasn’t broken.

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Except the people who have contributed to running millions of keys. But yes. No one and totally unplayable

BRB as i go do the undoable thing

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Players do a lot of stuff that aren’t fun.