You think you don't, but you do

yeah and on top of that, it seems as if they want to make healing less spiky & more consistent, which I am all for. as a healer main, I’m all for taking on more responsibility, so long as I have the resources to deal with it.

1 Like

Healers tend to have the resources but lack the ability.

Not all failure should be healable, but on top of that, people complaining about others not using defensives, on lower keys, it’s as if they using two defensive at once by virtue of mobs doing less damage.

DPS playing badly shouldn’t be dying to healable damage where most people play.

I feel like this is an impossible goal in a game mode with infinite scaling unless they basically remove all mob abilities except a rot aura.

Any abilities that do even minorly threatening spike damage in a +4 will scale to very spiky damage later.

I’m fine with healers having more responsibility, but I can see it driving an even bigger wedge in the players.

We even saw it in early DF when healer play could actually have a more significant impact on the key’s success.

People are always complaining game is too hard no matter where the bar is at. Many people think they should be able to do harder content regardless of their ability.

3 Likes

I had the same thought. not exactly sure how you make 10+ less spiky since they basically revolve around 1 shot mechanics. I didn’t do a lot of m+ before this expansion, was it less spiky before?

I think you’re onto something.

1 Like

Sadly, that could be said about most on the forums :sweat_smile: Threads and comments alike lol

Feedback, yes.

Whining, no.

“THEIR DUMBING DOWN THE GAEM!!” is not feedback. That’s whining. It isn’t constructive, it tells them nothing, and they just ignore it.

2 Likes

Eh, 10s don’t have many 1 shots. That’s also dependent on the groups item level. 690s doing 10s week 1-2 vs 715s doing them later adds a lot of wiggle room.

But eventually the 1 shots and spiky damage will return, it has to in a world of infinite scaling unless all damage (especially trash) is just rot based. And if it, that could be extremely punishing since combining more packs to time may lead to flat inhealable rot that no level or CC coordination or defensive rotation can handle.

Wasn’t expecting this topic to get flagged. :flushed:

That is completely disingenuous. Yes, shadowbolt existed in vanilla, it does not in any way do what it did then.

Again, no iteration of spec besides some base utility such as say, frost nova, are the same. Any few if any of those spells are going away.

Then can we take an equally critical and cautious stance towards blind praise and thanks?

1 Like

Game definitely needs to be simplified.

But it never needs to be Remix.

I got downvoted for saying similar over on Reddit at some point. The puzzles are a prime example of this. Shadowlands Zereth Mortis had some junior grade puzzles but apparently that was too much because our little robot pal was given the ability to bypass them. Even later in War Within, we have things like pipe puzzles in delves that only take 1-2 moves to complete. There may be smarter folks who play wow, but the average human IQ is 100. That means Blizzard has to jingle some shiny keys and give praise for being able to tie shoelaces. You want more subscribers? Simplification is where it is headed.

They’ve done the same to Elemental to a much lesser extent lol. You still have filler cool downs like Fire Elemental that feels bad to press but they took away things like Icefury that fit seamlessly into the rotation.

:dracthyr_shrug:

Never said otherwise.

I’m approaching it with some hopefulness, but the usual trepidation. I like the idea of what they say they wanna do, absolutely. We’ll see how well they actually achieve it by the time Midnight goes live and provide constructive feedback and hope they listen to at least some of it.

I remember all too well WoD and how they destroyed some awesome classes.

Remember Arms Warrior? How we had a class that was fun and enjoyable in MoP and unplayable when WoD dropped?

When some idiot thought that Rend is something that should exist on a hotbar (and it still is an active-cast spell that nobody uses, nor should use, ever since there are talents that let you apply it passively)?

When some idiot thought that they should remove all but like 2-3 buttons when they had a decent working class and basically made it unplayable until Legion?

Yeah, I remember that.

But unlike THAT team that did the whole “Daddy Knows Best” routine (this is the same team that was involved in that stupid Masterwork Elementium Deathblade debacle which I am STILL refusing to forget about because it was the pinnacle of an inept team that didn’t know how to properly do game balance whatsoever and ignored all kinds of player feedback pointing out why they were wrong and they refused to admit they were wrong and then later proving us right by never again making a 3.20 2H weapon), this one seems to be listening to feedback, at least to some extent. So, I wanna give them the benefit of the doubt and give them a chance. And aimless whining ain’t going to accomplish that.

Removing modifiers and conditionals is a great idea. Removing spells is a bad idea. Especially when they’re pruning specs that are already simple. Did anyone really think that BM, survival, ret, or resto shaman were too complicated? The problem isn’t too many spells. The problem is too many factors determining when to cast those spells.

There are some spells that are either useless, or too many spells that do the same thing, though.

Like I mentioned above, Arms Warriors’ Rend. There’s no reason that needs to be an actual spell. Just get rid of it and attach its effect to existing spells like we already do but make it baseline.

Same goes for all 60m buffs except for when there’s a choice of which buff to use. Make them baseline and automatic.

Make it so that Slam for Warriors gets replaced by their main spec ability (Mortal Strike/Raging Block/whatever Prot spams the most (been awhile, I don’t recall) for example.

Healers don’t need 50 single-target heals that all just heal for slightly different amounts for slightly different mana usage. Maybe one fast, and one slow spell and maybe two AoEs at most. Ever seen Holy Priest lately? They have like five AoEs IIRC and at least 3-4 Single Target heals.

EDIT: Or Fury’s Onslaught. That useless spell that nobody used, that they already cut.

It’s not the point I was making. It adds to the complete total number of buttons and utility a class has at any time.

Example: Astral Shift. This is a defensive cooldown that Shamans only got access to in Wrath. You can’t say that has had no impact on their class because hitherto that point they didn’t really have any defensives except, what, stoneskin totem? They lacked a defensive beforehand but because there was a defensive gap in their toolkit prior to that point, they got something to compensate.

That has been going on for 20 years. And while a lot of spells have been pruned over the years, a lot have stayed, and even more have been added in DF via talents. I don’t think it is quite accurate to say that old spells have no effect on current class or content design. It is because of defensive bloat that damage profiles in fights are spiky, because developers are relying on the player to have proper defensive CD management. And this has effected some classes more than others. For example, Hunters needing to get an additional charge of SOTF because they were notoriously squishy compared to other classes without it.

Having answers to problems solves equations. Combat encounters are equations. The more answers that you have, the more devs have to compensate. That’s the sort of thing I’m talking about.

Ideally, it would also mean less spiky damage profiles. If classes have restricted defensives, Blizzard can tone down the damage. If they don’t do that, yes, pruning will absolutely be a disaster. But they have mentioned wanting to simplify combat. This could also lead to AOE heals not being tickles in 5 man content.