Yes, tanks are too strong but i’ll take it.
They felt weak the start of SL and it was miserable.
Yes, tanks are too strong but i’ll take it.
They felt weak the start of SL and it was miserable.
Druid can be strong if skilled correct
Not really, you need to understand when Season 2 started we were at 418-421 ilvl from season 1 and we did 18s easy (that includes dps). People also pushed up to 24 I think at start if I’m correct. I don’t think its a totally different thing to pull with 403 tank as long as their dps is 440 which means mobs die 50% faster so the tank has def cds up for the packs almost the full duration.
Not rlly brewmaster can easily sustain himself if played right, most people.cant play it tho.
True, we are not blood dks but we can do very high hps. You should usually play treemouth+cragshaper trinket as brew for double shield +sporecloak + even onyx shield/hps stones.
Tbf, this hasn’t stopped Blizz making healers weaker - and now nobody wants to heal. Unless there is an augvoker in the party to make them feel good again.
But I think there’s probably a better balance. I’d make tanks have good mitigation but lower self sustain. They should be able to take a beating, but less capable of soloing 2 packs while the rest of the party runs back to them after they all died. And if the rest of the party dies on a boss, the tank really shouldn’t just finish off the last 25% and res them.
Good players will make anything look stronger than it is, because that thing is usually in lesser skilled players hands.
You say you’d have trouble healing +18 keys heal checks with that gear, but truth is good players wouldn’t
You can test it out for yourself, get a random 403 ilvl VDH and ask him to tank any 18 key and watch out what happens.
Don’t take me wrong, I’m not trying to be rude at all, what I mean is just that some players can make what they play look way better than it actually is simply because they’re good and/or coordinated.
Not strong but we are generally much better players than dps or healers. Tyrannical week is the best proof of that.
You invited a premade that’s used to playing together (and was probably on voice), with 3 overgeared dps, and you’re surprised that they had no trouble handling mechanics so that their lower geared tank didn’t have any trouble staying alive?
Tanks are strong, sure, but if you’d put that tank into the same key with a group of appropriately geared players, who weren’t used to playing together and weren’t on voice, it would have been a very different story.
I wouldn’t say they were perfect handling mechanics. While coordination felt and they did had some cc chai s, they still took a breath to the face from Oak, or got full party feared in the area before 1st boss, few withering bursts got through as well.
I’ve learned the hard way - premade doesn’t mean coordination or guranteed success. One such group bricked my +20 NL (which is very easy key tbh, they needed 4 attempts not to have silly deaths on last boss of NL (tank doing 180 and smashing whole group with landslide, or people just getting hit by spikes/magma wave).
The game is different from what it was in previous expansions. In Shadowlands tanks were a concern, their survivability was important and they were more dependent on the healer.
In Dragonflight that’s not the case anymore, pretty much all tanks can sustain themselves and the only issue is whether or not the healer can meet de HPS requirements so that DPS don’t die and the dungeon can be finished in time.
No.
I jave to ask, do u rly think its wise to push for tank nerfs. U know everyone will quit playing one right?
they are not too strong
But I think there’s probably a better balance. I’d make tanks have good mitigation but lower self sustain. They should be able to take a beating, but less capable of soloing 2 packs while the rest of the party runs back to them after they all died. And if the rest of the party dies on a boss, the tank really shouldn’t just finish off the last 25% and res them.
Honestly, why not? Why shouldn’t they be able to?
Keep in mind we’re talking skilled tanks. The average tank will die and the below average tank will die even with a healer alive. It happens all the time.
Being able to do amazing things by playing your job well makes it more rewarding. It’s more fun than simply falling over as soon as the healer dies with no control over the situation. The idea that in MMO’s “healers are meant to heal, tanks should be punching bags, dps hit things” and strictly nothing else, is player invented. And it’s a boring as hell concept.
That is precisely what I said. A mediocre player on a Brewmaster will either feel okay, or a nightmare to heal.
A good one needs little healing throughout the dungeon.
Im that mediocre player. And on my brewmaster just like on my vengence i feel 10 times more squishy then on my pala / warrior / Guardian .
You average player experiene as tank Has nothing in common with what best players are capable of doing
Imo I think the Mitigation / Self Healing / Power of Healers had its peak in wrath tbh. While healers were OP (just like any other role), it felt satisfying to heal people and especially tanks. In wrath tanks barely had any selfsustain (outside of CDs) but healers would top them with a big heal which felt impactful and most importantly satisfying to do - also because these big heals were able to be spammed.
in modern wow however, healing is mostly a trade of major cooldowns to certain boss / trash mechanics. Once you got the timings down, its not that stressful anymore. Unfortunatly, when pugging and people blatantly standing in fire, this unfortunatly has its downsides. Modern wow is more design around everyone playing pretty clean.
That is…what I said?
The skill level of a mediocre player will wary on an individual basis, but in general on something like a Brewmaster they will feel extremely fragile, or atleast struggle a lot in most dungeons, especially the ones with interruptible magic damage (as those are not stopped in general in pugs).
Good ones who know how the spec works will not have these issues.
But again, that is what I said in my post, so I am not sure what got people confused?
No.
I jave to ask, do u rly think its wise to push for tank nerfs. U know everyone will quit playing one right?
In wrath tanks were much weaker than now (they could still take a lot of beating, but they didn’t have a lot of self healing), yet we had more than enough people playing tanks. As a well geared tank in wrath, if you were reckless, you could even die in regular hc dungeons (tanks had 30-40k hp, and mobs were hitting for 2-4k melee hits if no mitigation/block active). In comparisson - if a geared DF tank enters hc dungeon - they have 900k hp and mobs hit for 1k melee hits…
Though now, taking that power away would be painful. To painful probably.
Back then end game content only required 2 between a 20 man raid.
The game itself required less tanks.