Hi guys. Being a tank I was wondering if we pull big or break up pulls into three and half pulls could we get bonus time on the clock? maybe if we clear a room fast enough we can get 10 or 15 second added to the timer?
with of course if your able to pull off those big juicy pulls you get the top end of extra time.
Another thing I thought of was what if there was more tank themed designed counter defensives for each class. ergo Barkskin being able to help shield the healer also? perhaps some of my spell are able to augment the healers spells make them even more powerful? regrowth being able to empower their heals with additional heal over time.
stampeding Roar once being cast to get to the next mobs helps reset the cool downs of the whole party moves by 10/20 seconds?
Also, Iâve seen that Demon Hunter is currently number 1 in the meta I would like some other tanks to shine also perhaps be able to do things they canât but understanding their tool kit at the moment is rather powerful also.
I think there was some PTR data at some point that seemed to point towards Blizzard maybe testing out a death based system instead of purely time based, which I would assume would include something like an instance timer to make it so you donât just wait for bloodlust/hero every pack (so instead of a 30 minute timer for a dungeon it would be 60 minutes for example)
We already have a pseudo limit on how many times we can die in higher keys so it would be interesting to see if it would be nicer having it flipped but still punishing deaths but no longer enforcing giga-pulls whenever possible.
Considering how there are still classes that have hard target caps and with Blizzard adding in mobs that just do random target damage in newer dungeons itâs pretty obvious they donât like/try to discourage giga-pulls, that and the timer does put a bit of emphasis on taking specs that simply perform better than others solely due to having higher output and therefore more breathing room.
With your point being? This obviously wouldnât be a mid-season drop in, and we already âwentâ from doing 20+ keys down to 10+ in TWW, the difficulty is relative to the context of the patch, not the number.
You already do get a bonus on the timer. By pulling big and handling it well you save much more time than pulling for example one pack at a time. Thereâs no need to complicate it further than that, as it already works great.
This is more about role design that encounters. A more fitting design would be for healers to have more group wide defensives, rather than some specs having their own group wide defensive. Tanks could have abilities that controls the enemies, and things like Demoralizing Shout but have it affect the enemies damage done to everyone rather than just the tank. Lastly, let DPS have control over group wide damage increase effects. All classes would still keep personal cds to give them some control over their own fate if role X is slacking, but weâd generally define each roles purpose a bit more like this. A downside though would for example be if the tank doesnât utilize his mob control utility, as it would result in more stress added to the healer.
If youâll be satisfied with title range keys and feel like you donât need to push world first keys, all tanks are viable. Some more than others.
Other tanks have tools that VDH havenât got, itâs just that the way that vdh synergize with the meta comp (meta is a comp, not a class) makes it pull ahead of the other tanks.
In a theoretical flip where thereâs no âpressuredâ timer and a death counter instead, there would definitely still be bigger than 1-pack-per-pull pulls simply due to efficiency, the timer needing to be fine-scale balanced to not be absolutely destroyed by massive pulls while also not outright requiring them is something weâve seen them have to adjust multiple times already, even this season. The timer just feels kind of antithetical to what it seems Blizzard wants to go for at times.
Heck you can also look at queued content for how people act even when thereâs no timer, they still wanna go fast. I just personally think alleviating some of the pressure of being on a timer would have some merit in reducing the anxiety and toxicity some people have involving M+.
But when it comes to pushing, if the timer isnt going to have any effect on pull speed, people absolutely will go slower. Why go faster when it would only risk death and failure?
People go faster in non timed content atm because that content is trivial. So why not go faster? Its trivial.
Add a worthwhile reward, and people will slow down as they get to their wall, to get the highest reward possible.
If a person could only do 6s under the current system, but could complete a 10 if they went slower in the proposed systemâŠof course they will go slower for more rewards
A timer is what causes people to be forced to play efficiently. Remove the need to play efficiently, and why would people once they start pushing?