Would More Tanks & Healers Solve Most Problems with M+?

It’s simply easier to balance when dps take a more balanced amount of damage all the time and aren’t expected to use defensives all the time. One shots should still exist, some mechanics should be punishing if you make a mistake but for targeted mechanics? I’m not sure that should be the case or at least it should be more rare and in higher difficulties.

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I mean more on how healing can feel to new players. At some point, I envision, they learn that people dying actually isn’t their fault.

(Or they probably quit the role before then.)

Make the entry skill floor lower, and don’t make so many skippable pulls so that groups don’t kick when a tank does the pulls put in front of them.

I mean that’s kinda the concept that top healers are explaining right now. Right now as a healer simply do your stuff and if people die that’s not your fault because there’s really nothing more you can do outside of tracking people def cd and trying to give an external to them when they need.

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Tanks I played with in Azure Vaults when farming a trinket, cheerfully went for 140% count, and ended with a +2.

Yea, but it probably demotivates people trying to pick up the role (until they come across that bit of advice.) It’s not intuitive.

Don’t know if it can be made intuitive.

I mean what’s intuitive is having a couple abilities that can actually heal people without too many cd/ramp up management. I’m not sure if main healers would agree, but I think it would work.

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Every time a DPS dies with a defense not used, Bwinsamdi will jump out and laugh at them while telling everyone what they didn’t use

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I “think” resto shaman currently operates without too much ramping?

Could be wrong on that.

Would the past disc/holy split be a benefit? One for people who found some other style too hard.

Hmmm… I see your point, but having some flexibility in pathing is part of the fun for tanks, our chance to get creative. If you make it always the same, you take some potential fun out of the role.

nice, most pug healers won’t notice the difference :slight_smile:

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Yeah but, if your “creative” is not the optimal, you = kicked. So I don’t see how that’s fun.

You don’t get kicked mid m+ run.

And as for outright leaving, sunk cost makes it more practical to stay.

Sure the tank went 10% over count, but you’re already on the third boss, with like 10 mins remaining in a timeable key.

The problem isn’t getting kicked out of mythic. The problem is getting kicked out of normal for not knowing the optimal route when you are in there trying to learn the optimal route.

For healers at +10-11 you have restro shaman making up 40.1% of healers, and disc priest way behind at second with 18.4% of healers. Once you go to +12 and above, restro shaman is at 50.5% and disc priest is at 29.2%.

For tanks at +10-11 you have prot pally at 29.2%, and prot war at 22.7% of tanks. Once you go to +12 and above, prot pally is at 49.9%, and prot war is at 20.7%.

There is no way blizzard can look at the class/spec representation at +10 and above for tanks and healers, and say this is good for the game.

The above percentages were all taken from raider. io.

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Then you have disc priest taking over everything at the top end.

Blizzard can’t control what classes people choose to play.

Yeah. It gets wonkier the further you go up the ladder for sure. I don’t expect balance at the tip of the spear, but wow the disparity starting at +10 is insane.

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Or can they?

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It’s not a lack of balance though? It’s simply what people choose to play.

Personal choice does make up some of the variation for sure. At +10-11 there is almost 650,000 restro shamans, and only about 94,000 pres evokers. There is no way someone can claim that massive disparity is down to player choice.

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Here’s the unpopular hot take fix:

  • Remove the timer from the Key and buff mob output “slightly” to compensate. If you are not up against a clock, you play smarter, or at the very least don’t just leave on 4 deaths.
  • Now, remove the Key, and make the podium a Drop down menu like a delve door where you select the level you want to run up to one above whatever you have cleared. If your highest run cleared is a 12, you make it go to 13. Unlike delves, this is based on the best run collectively, not individually, so if you are pushing a 10, and your rando on cleared an 8, they can stay.
  • Next, undo the squish and turn 10s back into 0s, etc. DF layout was fine, and this would take the pressure off running Delves for better gear. If an M+2 dropped T7 or 8 gear, you could outgear a Delve by the time you clear a +7 in mythics. The squish made people’s brains fall out and hit the floor thinking, “It’s just a +5”. Wrong, it is technically a +15 and you are NOT prepared.

These 3 simple things would set it back on track, drive more interest, and get people to be more engaged in the run knowing it cannot go sideways. Set the gear levels to match the door level, and bump the gear as you climb. Then adjust the vault to compensate once you are running higher keys.

I do not even touch M+ right now, mostly because of the toxicity that started in SL, but mainly for all the griping I see on the forums daily while other teams are pushing 17s for fun and never even come to the forums. Obviously, M+ needs to be adjusted for the lower skilled folks who are here offering “feedback”, and what I described above could effectively

  • Maintain the difficulty and challenge
  • Reduce the stress of bricked keys
  • Minimize the amount of leaving
  • Encourage more people to try it out
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