The Healer/Tank shortage

Been running my old druid with friends and hearing the stories from others about healing pug keys. After running all 0s and a few 2s with friends decided to go ahead and pug one this morning.

Never again.

Over the course of the dungeon, 20 deaths. 8 of them from the same DH who kept running back into the same pull while we were trying to wipe it and reset.
10 interupts over the entire dungeon, 8 from the tank, 2 from the healer.
Pulling over 200k hps on several pulls trying to keep people alive while they stand in stupid. Then get dps meeter spammed with my “crap healing” on a pull where I get killed by DPS running to me with a bomb on them…

People wonder why it takes so long to form groups and then act like this. It’s no wonder most of the healers I know refuse to pug.

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Pug in mid to upper keys, the waters are calmer up there. :slight_smile:

I only pug, you need to ride the wave up early towards max vault rewards. Pushing later is always a heartache. There is a tangible difference in the first 3 days of a season and the second week of a season to the tune of 30% group damage, let alone stops and CC…

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It’s because no one wants to play an underwhelming season 4 where Blizzard took zero risks with the dungeons.

That would imply there was a surplus of tanks and healers prior to S4. That would be incorrect.

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This isn’t necessarily a pug problem. It’s just a bad player problem. I’ve played with guild members in the past that were undergeared and under prepared, or just straight raid loggers or bad players, and it was much worse than many pugs I’ve healed. The problem is the content moreso than the players, to some extent.

Mistakes players make shouldn’t funnel down to the healer. Affixes, if we are going to insist they are negative, should be personal, and unable to be funnelled down to the healer. Incoming damage and defensives cannot be balanced when so much of the damage is avoidable. I’m all about there being some kind of advantage for clean play, but the disadvantage cannot and should not fall on basically one person.

I’ve played all roles in this game. 3.5k xp in the past, and 5 character last season from 2.8 to 3.2k. The healer role is currently twice as demanding and reliant on lack of mistakes than any other role in the game.

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Where’s the tank story? This is all about healing :joy:

/salute to all healers who venture into the dark abyss that is M+ pugs.

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this post is as old as wow itself , that’s what you get with pugs , what is even the point of this post

OP said there was a shortage, I gave a reason why. More keys run up to this point in each prior season suggests there were more people playing keys. :person_shrugging:

I tried pugging a 10 NO yesterday. I am a healer.

This Prot pally tank, could not tank for crap. Their health bounced harder than a blood dk’s, and that’s being generous. out of the 9 deaths we had, he was 4 of them. i left shortly after he pulled TRASH near the 3rd boss and died immediately.

He then whispered me to try and berate me and tell me i was at fault for being a bad healer and letting him die.

This man was 4/9 deaths alone when i left the group, the warlock had more active mitigation than the tank, all the other DPS lived during the storm boss and it’s damage, but yet the tank couldn’t last. This player put 90% of their “mitigation” into Holy word instead of Shield of the Righteous.

I then proceeded to show the receipts (details), and never got a response after that.

It’s annoying, if i am at fault, i will know it. How others treat such specific roles as tanks and healers can have an effect.

Had a really fun experience on saturday with the first boss of Brackenhide Hollow where I got poly totem by the boss and none of the dps that were alive bothered to hit it. And if you were wondering what happened to the dps that died, they just stood in Bladestorm without walking out of it.

This happened not just once, but all four wipes before I gave up and left. Classic PUG experience for a healer.

+8 key by the way, and everyone was 510ilvl or above. Only silver lining was it wasn’t my key, and I didn’t die a single time so repair costs were minimal, just ran out of the boss room to reset it after everyone else died.

From my experience, (as someone who tried to make a tank class) it is too annoying to be a tank in dungeons or raids because there is always some person (or bot) in the party who is rushing ahead and pulling groups of mobs while the rest of us are busy killing the current group.
If people cannot go the same pace as the person tanking then why would anyone want to tank?
I think a lot of players need to learn etiquette when in groups.

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What negative impact can you give to a DPS/tank that doesn’t end up on the healer?

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As I prime example of this I was running a +10 azure vaults yesterday and had a paladin continuously running ahead of me and pulling and even pulled the third boss while the healer had no mana and when I called him out for it he said “Anvil sucks”. He would pull a boss when the healer had no mana just to not lose the buff from the anvil trinket. This is the dps tanks have to deal with.

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healers have always been the goalies in group content.

the low health bars healers fill are often because of a mistake by somebody, unless it is one of those aoe-heal checks.

anyone who heals needs to remember that, in sports terms, for the sportsball to even get to the goalie, it had to get past 5-10 other players first. very few goalies are going to be successful in a 2 or 3 on one situation.

in some dungeons, it feels like not only are the mobs/bosses against you, but also some number of players in the group lol

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Stuns. -200% haste. For dps, port them back to the respawn point. Make it feel bad and impossible to ignore. TBH tanks don’t even need to be punished, they can be exempt from affixes since they are normally in charge of 90% of the interrupts & cc.

DPS need to be punished. Whipped.

Equalize the role responsibility.

Pulls taking longer are not automatically “healer punishment”, that absurd thing is always brought up but healers spend a ton of time slinging damage anyway. On big pulls, sure it might be a full wipe. Sucks to suck. Look at the meters and it’s pretty immediately obvious who is screwing up.

Stuns usually turn into a healer problem, but that -200% haste could work … if people notice.

That “if” is doing some heavy lifting, I feel like awareness is one of the primary indicators of success. If people were paying attention, they probably already tried to move out of the bad.

pugs is like a box of chocolates; probably meh, sometimes amazing, occasionally poisonous.

Having to go harder on heals instead of throwing extra DPS is still worse on the healer, especially if a DPS is totally out of the picture like ported to the door so the group loses a full DPS, potential for interrupting or other utility, & the extra DPS the healer was dishing.

M+ generally requires 2 people paying attention, and a 3rd dabbling in interrupts and CC. This season requires a bit more than previous seasons. I really wish we had less aoe stuns in the game, because stun DR is real on my war and it pisses me off beyond all reason when I go into a pack and 2 aoe stuns fire off before anything important is even cast…

People don’t realize how powerful a focus target, interrupt, or disruption spell is when it comes to terms of raw damage mitigated. The game does absolutely zero to tell poor players why they aren’t doing well. You just die, and the game tells you the last 2-3 spells that hit you.

It falls to the players with the tools to educate them, and we’re not nice about it.

Most of us assume a base level of knowledge, and maybe even study, before you participate in higher levels of play. Researching your class, the dungeon, and having surface level knowledge of basic mods is kind of my floor. If it’s obvious 2 or more don’t have those down, I’m leaving.

I don’t mind explaining 1-2 obscure mechanics, but I need to know before we start what you don’t understand. If you don’t know anything about the dungeon, you can’t even tell me what you don’t know.

Fwiw they have the technology to role lock abilities. Role targeting has been in the game forever, but they can also throttle what abilities certain roles can interact with (interrupt in mists of tirna scithe is tank only).

The devs could make dps only mechanics and they are actively choosing not to.