The m+ problem isn't actually that hard to fix

Yeah I get it’s a tough line to walk. Perhaps healing requirements could be scaled up in some intelligent way (yes, this is Blizzard, I’m talking crazy here) as you get into higher keys. The healer who is struggling probably isn’t finding their way into a +22 when the max reward is +20 unless they are being carried (which at that point is on that group). I’m sure a significant part of my experience was influenced by being at the point of the scale where skill levels get closer together rather than the wild west that is the middle of the key range.

For the players who are complaining because they’re over their heads with healing already which is leading to them not achieving more than 30% GCD usage, I can definitely understand where any additional unavoidable damage is a problem. I have to imagine most of these players have been struggling mightily since DF, if they even are still healing in WoW. I certainly feel for those players.

For the players who simply don’t want to ever cast more than heal spells despite not being overwhelmed, I genuinely could not care less about their complaints. I largely think these are the players Blizzard was trying to target with the healing changes going into DF, certainly more so than the first group. I never understood, and likely never will understand, the players that refuse to press anything that isn’t a heal even when the team is at full health and will be for the foreseeable future. Like how is that enjoyable? Unfortunately, it seems like the first group here may have been collateral for Blizzard trying to adjust things for this group.

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I signed up to heal, not to play gimped dps.

How fortunate, there is easier content.

Why is people doing easier content never a solution? Why does the most entitled person have to have max gear ilvl else it’s a design issue?

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oh for sure. we’re on the same page there. and these are not imaginary, hypothetical people. these forums are full of “healers” who think if no healing is required, they should just be standing there doing nothing whatsoever.

you signed up to heal for the ultimate goal of timing the key. as a member of the team, you should be willing to do your part to help the team reach that goal.

you kick, right?

haha, preaching to the choir on this one. i don’t know either :slight_smile:

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But there’s no role labeled “kicker.”

If tank, dps, and healers are all supposed to be interchangeable, why have roles?

(Note, please delete tank.) Immortality for a role to be fun should not be tolerated or encouraged.

then i guess it’s nobody’s job. simple as!

i don’t think that’s the case or the claim. there is some overlap between roles, but that does not mean they’re completely interchangeable.

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But depending on design, healer might as well be dps.

For healing to have value, people need to be able to die.

Any post suggesting deleting aug is a +1

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Legion and BFA S4 begs to differ

This is only a hot take in the WoW top 10 % bubble that includes the WoW forums.

It would be an obvious improvement, which is of course why Ion won´t implement it.

-remove timers unless you’re trying to get on leaderboard up to and include m+10…
-add a “prestige system” to M+ similar to honor where we can earn cosmetics, pets, mounts etc by running mythic’s.
-make respawn points in dungeons better…have them at previous boss instead of beginning of instance…the heck is that all about
-give us a key level w/o being dungeon specific…let us choose the dungeon(s) we want to run.

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These keys drop Hero track and Myth vault. Removing the timer would make them a complete joke.

Not really a fan of Rogue’s survivability in TWW myself tbh. CoS on a 2 min timer(This one really sucks), Riposte as Outlaw had a counterattack baked in but now has to be selected as a talent, and Grand Melee losing leech.

Warrior on the other hand feels MUCH better in terms of what they can do.

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I agree it’s a bit either hit or miss at times presently for rogues. I also concur seeing the survivability of warriors is much more fluent way. IMO, the moment they got rid of the dodge ability of rogues as part of their kit is when the class lost its identity.

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You’re right. Quality tanking requires a high skill bar. One that has slowly been creeping higher expansion to expansion. As they’ve raised that bar, they’ve slowly limited the players capable of performing at an end game level, because of how much preparation and understanding is required to tank end game content.

So with DF S4’s removal of the lower key bracket, TWW’s changes to kicks and cc’s, the continual patch over patch war on healers, and the continued doubling down on raising the skill cap to tanking, the time really has come to look at the state of the game and go, “why does nobody want to tank”?

It’s a skill issue. Yes. But one that’s been set by an unreasonably high skill bar. So are we okay with this? You said you just got CE, so I imagine you have a regular group you run with or at least have quality players surrounding you. You live in a delusional bubble, insulated by players capable of interacting with this content. Look past the end of your nose at the rest of the community. This is not a shared experience.

Tl;dr, Blizz wanted tanking to be hard and be a “skill issue” role. And they got it. Now nobody wants to play it and nobody can figure out why :thinking:

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This is not true. Every role has taken a turn at a raised bar. SL S1 was more difficulty for tanks than TWW S1. DF S1 was the hardest on healers. TWW S1 is the hardest on DPS.

Can’t see you under all the wool, mate.

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Did you play SL S1 or DF S1?

All of 'em, straight through.

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Then you should know that SL S1 was harder for tanks than this season was. You have rose tinted glasses on and not remembering how and why Kite meta came to be. They didn’t need constant tank busters to destroy you, they just did that with white hits.

As for DF S1, healers were struggling hard with all of the unavoidable AoE. Significantly more than now. Ruby Life Pools, enough said.

You trying to counter me with this means nothing. It’s a deflective tactic.

Yeah I was there. NW w/ Necrotic was comical.

And you can focus on the specifics to tank targeted mechanics if you want to. I’m referring to the amount of preparation required to even consider tanking in the first place.

The list of a, b, c, d to know before you enter an instance as a tank, from routing to your own abilities, to saves you need from teammates, to managing your cc, to countering group cc, to monitoring group cooldowns, to which affixes are present, etc.

This list has grown every season because of how micromanaged every single aspect of the game has gotten from encounter development.

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there’s your problem

From the article:

This changes literally nothing about the pain points the article and you and me identify like nurfed tanks, and the gamemode revolving around meta classes.
And this article seems to fail to mention that the non-depletes start at +12 or 2800io. If that’s even true anymore, I don’t care because the game is bad and I’m unsubbed, but I’m pretty sure this article is presenting that ALL keys can avoid depletion upon failing, which -correct me if I’m wrong- is false.

The article also goes on to say “iteration is coming”.

Welp, we gave our feedback before TWW, during S1, and S2 is not changing the formula. All the while saying they hear our feedback, and they play their own games, etc.
It’s crazy how many people make a living off of lies- in this case, Devs and PCGamer.

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