Why make healing harder?

Why are you guys making healing harder?

because people complain and want something to do?

while now barely anyone is playing healer, cant find one to join M+ runs.
its hard to find them and i tried to heal, its stressful, always get blamed if someone dies.

to much happening and healing is chaos.

why? whats going on? why does this game need to be for hardcore people with no life?
why not just make it simple. First season was way worse than now but still.

34 Likes

Cuz Blizzard balancing around the top players only.

It’s funny how they didn’t even consider nerfing Tanks.

Nope. Nerf healers and make everything hit harder so DPS are screwed too.

Guess who was most unaffected by that? Tanks.

38 Likes

I find it the opposite. It feels slow and boring now. Long periods where I feel I don’t need to heal, but when I do need to heal my heals feel so weak/useless that I don’t see the point.

I was DPSing more then I ever did in M+ this week.

10 Likes

idk if healing feels objectively harder or if its just a gear low issue. cant go into a 15 because you were doing 15s S1 and expect it to feel the same. some bosses are an eyebrow raise but aside from mammoth in nelth being torture everything seems doable as long as mechs are being done right.
once you get up to speed gear wise itll be fine.

imo aside from the “free keys” 16-18 feels like a 22-23 would last season (and the gear upgrades have been slow for me) which isnt far off from the 9 key drop we got at the beginning

hell i got most of my score not realizing i accidentally ditched my 4pc and was just rocking s1 2pc :joy:

2 Likes

A lot of it is just poor design or bad tuning. Last boss of Neltharion’s lair comes to mind. You could be doing a 18-20, pumping 150k hps and you will still get unavoidable deaths purely because they buffed dungeons after testing them at 410 ilvl through all the PTR, and those buffs were blatantly not tested at all. And even with the nerfs they implemented, its simply not enough. They need to drop the “give a bandaid” and get harder nerfs on this problematic bosses, or design them in a way that doesn’t punish players with instant death if they can’t instantly top off someone getting over 600k damage in less than 2 seconds total.

In fact, i find it hypocrital. The devs said they dont want to reach a point where healing feels binary with healer having to react instantly because people die in mere seconds if not healed, which was the case in last tier of Mist of Pandaria and some other tiers as well. But this very situation is exactly what’s happening in Neltharion’s lair last boss as well as last boss of Vortex Pinnacle.
The last one of VP in particular deserves a mention. Boss still nukes someone at random for 250-300k more often than not while the pulsing star dealing over 50k damage per second is still active. Like devs, have one or the other, not both. Having someone instantly die because of insane party damage and a boss nuke going off at once is not fun, its frustrating and extremely infuriating. Make him not use chain lightning while a star is still active, and it would fix so many issues on this fight. Similary, make the lava ticks on last boss do a lot less damage or for them to happen only once every 4-6 second instead of every 2. It would seriously make the whole thing feel less binary with all thats happening already.

5 Likes

DPS shouldn’t be the ones taking damage in real content, that’s what tanks are for. It’s almost like you don’t understand how this works, which would explain the intellect gem you have on your hunter.

This boils down to a learn to play issue on your dps part. Stay out of bad, stay out of avoidable mechanics, learn to kite, learn to use the toolkit of your classes, learn basic mechanics.

Somehow you’re over there admittedly struggling in open world content while throwing crazy comments like this around. lol

5 Likes

To be completely fair, everyone is getting slapped hard in several M+ dungeons right now. Like the two particularly egregious examples i mentioned above.

A lot of it is just down to poor tuning overall. They did some nerfs but still needs more, or some serious design changes. All in all, this season feels like all chaos and no fun. At least S1, despite not liking it as a whole, i had fun tanking it. If i have to mention a positive as a whole, is that many dungeons are more chain-pull friendly compared to season 1 (I’m looking at you, TJS and NO) , but that’s it really.

1 Like

loops around to my point of there being problem bosses
i think big offenders are last of neltharus (poor visual clarity) and mammoth (the ramping damage needs to slow down a lot or the amount he’s buffed by needs to be reduced a lot), and i agree they can/should make it so the big hit and add spawn desync for last of VP.

but super broadly if just looking at the season as a whole the damage outgoing is ok.

ok as someone using a better intellect enchant i actually benefit from, groupwide unavoidable damage is a big part of df m+

(srry for a ton of edits its 4 am here and my ability to write something coherent isnt great)

Would be the case if not for the fact a lot of bosses feels like this lol. Underrot and Freehold feels like the extreme opposite side compared to many other dungeons, but are ultimately the lesser of the two evils in my opinion(I’d rather have Court of Stars level of difficulty compared to pre-nerf AV or HoV, for example). Listing off the top of my head:
Brackenhide hollow tree boss absorb and damage being insane. I strongly believe they tuned it around people using inmunities or something. Then last boss comes around with both absurd damage output and those infuriating totems.
Uldaman: Mostly tame, but Bromach really highlights the need for burst damage. The difference between dps comps that instantly delete the totems vs those that don’t is like day and night, and it only gets more obvious the higher you push.
That makes it 4 dungeons with some real hard hitting bosses in general, albeit you could excuse that Uldaman was designed that way. Still 3 really bad cases in that case anyway.

Also, did any of the devs actually test the class tuning? You can’t tell me with a serious face that Holy priest can compete with shamans or druids in terms of raw healing output. The amount of holy priests clearing the highest keys in time could be counted with your hands. This wouldn’t be so much of an issue if not for the above bosses that slams insanely hard.

1 Like

i think the amount of add prio or bust bosses is a bit silly. idk but vortex, bh, NL, ulda, etc all have “delete add/totem asap or wipe” bosses and its just gross.

i refuse to play boomkin in those keys except vortex because the way i have to play around the totems just to feel useless anyway is annoying

2 Likes

If anything, this season is probably going to be remembered as the “delete totems or your group wipes” meta. And i don’t say that as a compliment.

A lot of the blame on this ultimately comes to the devs’ boneheaded choice to do eleventh hour buffs to dungeons the day just before season shipped, when no PTR testing was available for M+. The ensuing disaster can be traced back to this knee-jerk reaction from them. Dungeons were tested with 410 ilvl during PTR testing rounds, then after they were done, they did some massive buffs (some unavoidable damage was literally doubled with some of this hotfixes buffs) that ultimately caused this mess.

I would have preferred if they just did testing with 425-435 ilvl from the get-go in order to get the tuning right before season went live instead of what they did.

3 Likes

yeah i have no clue why testing was done with 410 ilvl since vast majority of people who do m+ finished last season at 418-421

1 Like

You don’t even play the game.

I also don’t have an intelligence gem, kiddo.

you had an intellect enchant on your pants
i saw it too

3 Likes

That? I wanted the stamina for cheap off the auction house. I don’t have time or care to screw around in the Crafting Orders.

It’s also not a gem.

1 Like

its spellthread hehe

1 Like

Remember when no one really wanted to tank? So they shifted tanks into being more self sufficient. After they made mechanics that had to be done by DPS and then rot mechanics for healers to focus on only. They’re actually narrowing down each role so people are required to do specific mechanics. It’s been interesting to watch.

Okay? Still not a gem.

Tanks can pull whole areas and have no risk in dying.

Meanwhile 1 Mob is like Life or Death for a mage.

yes that is how it works

3 Likes