Efficiency, yes. You keep bringing up Normal and Heroic raids when the gear they provide are no where near as good as M+ drops. Most guilds aren’t even clearing Mythic raids and is something they prog for months.
M+8 is significantly easier then Mythic raid.
You are literally so dense.
You’re talking about a single piece of mythic gear EVERY WEEK versus chances to get a ton of hero loot that same week. Unless you’re talking about an OP trinket…Lol?
I’m not even talking about just the vault. I’m mainly talking about end of dungeon drops. Hence why I kept bringing up 40-60% chance for loot. How are you so lost?
Trinkets? We have bullions.
I’m done arguing with you, it’s hopeless.
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And brings it back to the singular point of this entire discussion. 20 min dungeon runs for a CHANCE of a single piece or two if you’re extremely lucky. And obviously vault.
And what does 8’s drops? Hero gear. Oh, wait heroic raiding drops hero gear too! How many bosses can I kill in those 20 mins? Hmmm…And vault obviously.
Why is this so hard to see? If you can spam 5-20 dungeons a week then obviously mythic plus. If you have 1-2 hours to play go raid. Every player I ever played with this expansion who doesn’t spend every waking hour spamming things clears raiding first and foremost.
It’s like you never set foot in a raid but yes you’re right. This was way too much effort to prove an obvious point so I’m done as well.
I decided to change my overly complex answer to this thread. What healing should feel like? It should feel like fun. Right now it is not. All people i know who were healing left the game.
What is fun? Can you define it? And why is it fun?
Just talking about M+ here…
I think healers should have a significantly increased ability to carry/make an impact on M+ runs. I think it’s fair that tanks make the biggest impact on the dungeon, since they choose routing, positioning, and pacing. But healers should be able to contribute almost as much, yet currently they have by far the lowest ability to impact keys, since healing comes down more to DPS using defensive abilities, and tanks can almost entirely survive on their own, while healers also do the least amount of damage.
I think healers should be able to deal higher dps than the damage roles, because we have to make the choice whether to do damage or not. A skilled healer should be rewarded for knowing the dungeon mechanics and damage patterns. I acknowledge there are healers that aren’t as interested in dealing damage, which is perfectly fine - not suggesting you have to press your damage buttons - but for the healers that want to be able to test their skill expression, it should feel meaningful.
Currently healers are the most scarce role in M+, and I believe it’s because they can make the least impact on the success of the dungeon run, which doesn’t feel right to me.
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I think healers should be able to deal higher dps than the damage roles
But if you think about this, you’ll realize why it’s a bad idea.
There is no need for healers to actually heal, thus making this a non-starter. You’ll have dps playing “healers” because it’s now the highest dps option.
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Oh! I’ll give you a pass about the ‘thinking about it’ part -
Yup, so traditional dps players will be very incentivized to try a healer role. This is a good thing. As I stated in my previous post: healers are the most scarce role in M+
The healer role should be in high competition (higher than damage roles) because, in my proposal, it will have a very high impact over the success of the dungeon. And I’m still saying that healers would need to heal equal to as much as they do currently.
To restate my response to your comment: This doesn’t negate the purpose for healers, rather it makes them even more fun to play, which will make them (by your own argument) more desirable to a greater number of players, which is healthy for the M+ community overall.
This negates the purpose of dps. Then you have “healers” who don’t “heal.” Even though they can.
This has no effect on the purpose of dps. People will still have a great time playing damage roles, in the exact same way that they do currently.
We would potentially have “bad” healers who don’t heal, but that’s the same as it is now.
This would just incentivize more players to try and play the healer role, because they would have more agency over the success of the dungeon if they played well (which I’m sure you know is a strategic combination of both healing and dps). And the plus side is we would have players that strive to be excellent having a great impact - and likely more fun - in the healer role.
It absolutely has an effect on dps classes. Why take them when a “healer” would suffice?
We would potentially have “bad” healers who don’t heal, but that’s the same as it is now.
But what we have now is players bad at healing, not healers who don’t heal.
Having more competition in the healing role would generate higher skilled healers, don’t you think?
I see what you’re saying! I think we should limit healers to 1 per dungeon group, and keep my proposal that they should have a big impact on dungeon success. Would that be something you think works better?
But how do you limit healers to one per dungeon group? Tanks aren’t limited.
And it turns away player creativity and enforces the meta.
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Limitations aren’t necessarily a bad thing. Typically they’re enforced to ensure fairness in competition or allow for certain exceptions while controlling their impact.
There is literally a rule in most car racing formats that a vehicle may only have one engine. There’s still a lot of innovation in other areas.
Didn’t they enforce some comp requirements in one of the MDIs?
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They’re scarce because its the most mechanically demanding role
I wouldn’t be as excited as being buffed to do as much as or even like 60-70% of a DPS’s damage because healer damage rotations are very simple. I’d beat pugs. I don’t think I’d really feel like a healer anymore. More of just a supportive fourth DPS. It would be a step past what we had in shadowlands where the healer would be sitting there aoe padding on the pack outside of a few especially dangerous pulls or bosses.
At the same time I don’t really enjoy how survivability becomes a barrier far before the timer does nowadays in M+ and I don’t mean that your healing can’t keep up or you are fighting a battle of attrition between your mana and the boss’s health. I mean that everybody is just trying not to make a mistake and get one shot. So you can dink around and chest +7 dungeons with like 15+ deaths you may not have had much agency in preventing. It doesn’t matter.
I think the topic of healer damage is kind of overrated and sure if you don’t have healing to do you’ll throw your smites and lava bursts. But the philosophy around time to kill in M+ is a lot more important to me.
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Didn’t they enforce some comp requirements in one of the MDIs?
Can’t zone out and change specs afaik.