Hear me out. make dungeon content 6 man. 1 heal,1 tank , 4 dps

How would this increase que times ? In random dungs / tw etc there is enough dps qued , que time is based on healers and tanks loged .

In custom groups ( like m+) not sure it would change anything but it will at least open a lot of space

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Forumers. It’s one of the suggestions/requests that pop up from time to time for at least a decade.

It’s supposed to be a benefit to the dps players since queues for them would be reduced. It’s not supposed to be a benefit to the existing tank and healers.

That would permanently and irrecoverably kill the tank and healing roles.

Classes have self-heals and now the free Recuperate ability. There would not be a single case where going as 5 dps would not be at least 50% faster than tank+healer+3dps.

Which would require to add a non-dps role to Mages, Warlocks, Rogues and Hunters.

Wich is something I advocate for.

But until that happens you either gonna take the longer Q’s or you gonna change spec or even class

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Yeah, but as tank/healer you already have to deal with 3 DPS right now and considering that you don’t want to deal with 3… Is it really alright to have the remaining heals/tanks deal with 4?

And people aren’t disrespecting new tanks and healers, they are disrespecting tanks, healers and DPS. It’s just like in LoL: “I would be better, but my team is holding me back”.

Considering the amount of non-hybrid classes I see in LFG… I don’t even think that’s necessary. How many rogues and warlocks are out there? There are more mages and hunters, yes. But still… If like 25% of hybrid DPS would sometimes play tank/heal there would be so much less complaining… About the lack of tanks and heals… Then we’ll have the “why are they so bad?” era

It would increase demand for DPS players and that would make queue time shorter.

That’s what you get for playing the role that is not in demand tho.

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Sounds dreadful to me. Everything in the game is set up for a five man party vs raid/flex

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hear me out.

4 healers 1 dps 1 tank :joy:

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Here’s the thing.

Raids are just large-group dungeons with more bosses and run-way.

Think about it.

Also, as a Healer main the idea of having to manage the own HP + 5 others is horrendous in the already hard 5-player constellation we have.

First and foremost, this solves nothing. The gap is too big for this to matter. List a key with a tank and healer in it, and you see 30+ dpses signing up.

Second, this only puts more strain on the healers (and perhaps tank if aggro could be problematic), so potentially making the first issue bigger instead of smaller.

Do math with rounded numbers and you will see significant queue time shortening.

Not if less healers end up pugging :slight_smile:

Healers would presumably be buffed to compensate.

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That’s the whole point of being a healer.
If one does not wish to “babysit” players, then one does not choose to be a healer.

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Blizz dont want to bother with this, thats why they butchered Aug. It was clearly a mistake releasing a single buff/support spec.

Or inversely unavoidable damage would be reduced to match what healers would be able to output when spreading their heals to 1 additional player.

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It would help with DPS queues for sure.

Know tacs and be able to have your team members above 0 health, and everyone loves you.

I got two healers around 3k, I talk from experience

What buffed.

It doesent matter (percentile or ladder wise) to buff a full role, because every healer is competeing against each other.

If you logic lays on “buffing healers will engage more players into playing healer”, it is not accurate, i fear to say.

What is buff healers just to begin with? Giving them more mana? More HPS? Less buttons? In any case, the role will be more accessible and more boring; but besides that, the content will have to adapt to that buff; and if it doesen’t, players will reach a point (at least regarding m+) where the content will be adapted to that buff.

Take turbo boost as an example. We all got buffed, which turned into a “+3 average keystone level difficulty reduction”. When the 0.1% M+ TWW S1 was by doing all 17s and maybe few 18s, it turned to be all 19s with few 20s. So that buff did not add anything but “fake QoL”, same as a “buff healers” would.

Gameplay wise healers are fun, I don’t know why are people scared of failing while playing them; if an average player is dedicated enough to see rotations, weak auras, UI optimisation, macros and so on, why would they not be ready to learn how to heal? It’s a thing that I could never understand.

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Nonsense. But you knew that before you wrote it.