Bring back fixed vengeance and introduce a similar system for healers.
For Tanks: Pre-mitigation physical damage increases your ST damage. For further clarification and impact:
A tank that is taking regular damage from things that pose a threat to him, will deal a percentage of that damage as single target damage to its target on its auto attacks.
It will not scale on aoe abilities, but will scale with mobs being tanked (more mobs = more damage).
It will count pre mitigation damage, so you still want to mitigate as much damage as possible, and also will count only auto attacks and tank busters, so that you have no incentives in staying in avoidable stuff.
Due to the damage being tied to damage taken, stacking tanks will not actually do anything for the group. You get the full benefit with a single tank, and only care about extra if the encounter needs it (for example raid).
For Healers: Effective healing done damages a single nearby enemy for a percentage of healing done. More info:
Similar to tanks, only counts effective healing done, not over-healing. As long as the group survives, bringing extra healers will not do anything for you.
This will provide way more damage than what healers actively do, so will be the main way for healers to deal damage.
Target tuning is in a group of 5, for the tank and healer to actually be contributing similar if not more damage than a damage dealer. Due to the fact that this damage is tied to damage taken and not composition, bringing extra healer/tanks is not a risk. Bonus points if this is tied to rotation and gameplay.
And this is how you get people to play tank and healers.
Issue isnât how tanks or healers are, itâs the fact people donât want to play them as they have more responsibility. Has been since the very beginning
That, and people just like big numbers with their deeps.
The first issue is debatable, your second statement is exactly what the suggestion was trying to address.
If the people that wanted to do big numbers with their deeps saw that tanks and healers were doing the most deeps, then they would have a reason to play tank and healers.
How do they become redundant? you still need dps to deal damage and do the dungeon, you just get more dps for taking your healer and tank.
Even now they do dps while tanking and healing. You can make that dps more impactful without removing the need for healing and tanking, just as I explained in the post, without removing the need for dps specs.
Did you even read the post? Howâs your English comprehension? If you want to be offensive at least make yourself a favor and read what the other person is saying to not make yourself seem stupid.
Fact remains people donât want to play the âresponsible rolesâ and the âstressâ they bring [tank dies, all die. Healer dies, Tank will only survive so long. DPS dies group can still carry on] but you just brushed that off⌠and your answer is to raise their dps in follow up post.
For tanks: enough of the open instances with skippable trash and stupid route requirements that need you to use third party add-ons to check which mob will give you 0.54% to complete an M+
For heals: stop giving AoEs to every single god damn dungeon mob, and instead of avoidable spells causing damage, make them reduce the haste/crit of people slacking in fire on the ground, and watch how reactive DPS become
Even with all the clarification, no thanks. Tank should ALWAYS deal a lot less damage than Damage Dealers. A tankâs job is to position, keep aggro and mitigate.
I wonder how will you balance dodge/parry and abilities that reduce the enemyâs damage done (as a debuff on the NPC).
Absolutely brilliant, standing afk when thereâs nothing to heal is the new Meta.
You sweet summer child. As if the damage meter was even in the top 50 reasons why people donât play those rolesâŚ
I donât like tanking because it destroys my fingers.
Fix active mitigation so you donât have to spam it. It was more fun to play guardian druid before ironfur spam, ironfur should be 1 stack and have a longer CD and be stronger.
Pre mitigation does not mean before armor is applied. It can also easily include things like dodge/parries/debuffs. Each mob has a value depending on his ap, and each attack (no matter if it is a dodge, parry, block) gives the buff to the tank.
It is completely the same as of now. The difference is that now if you stay afk when there is nothing to heal you will do 0 damage instead of 20. With this system you will do 80 damage instead of doing 100 (ofc numbers just as example). The concept is that healers and tanks get more damage for doing their role.
If you ask tanks during the end of mop, it was the most fun time to be tanking.
TBH this is the one thing I respect. I do not care about having tanks and healers doing more damage than dps, as long as you do not get the benefit of stacking tanks and healers. If you feel different then all the power to you.
Your suggestion pretty much distills down to: Let tanks and healers deal massive damage. To me this seems a wrong approach. While there isnât a single change that can change the way people view the roles, some changes will contribute to making them more approachable:
Reduce the responsibility of the tank and healer roles by moving some of that from these to the damage dealers. After all, you have 1 tank, 1 healer, but 3 damage dealers.
Make it so that being tank or healer in non-group content is not reducing a playerâs clear speed of content to make these roles easier to get into for new players and returning ones.
There are numerous ways to accomplish the above. The ones Iâd implement if I were mr. Blizzard would be:
Tanks and Healers should no longer have great interrupting and cc ability, and that befalls now on the damage dealers.
Tanking and Healing checks relaxed (ie. reduce frequency of oneshots, increase reaction time required to counter these checks etc.)
Failed mechanics should not lead to immediate damage to the character, but instead hinder them in other ways. For example, failing to move out of fire should not deal 5 million damage directly, it can deal 2 million damage directly and 3 million damage over 10 seconds, or deal 1 million damage and then reduce that characterâs damage output by X% until 4 million damage output have been suppressed.
Implement more punishments of the type: Target loses class resources (mana, runic power, energy, focus, maelstrom, soul shards, etc.) instead of damage, stuns and knockbacks.
Make tanks and healers have comparable clear speed of content in the overworld to damage dealers, but maintain their lack of damage output (and even nerf it further!) in instanced content.
There are also some âconcernsâ that healers will be twiddling their thumbs in instanced content if healing becomes âeasierâ. Thatâs extremely easy to fix: Increase unavoidable damage and decrease avoidable so that every gcd in combat there is at least one player who is not at full hp if no shielding has been used. If that means that every boss and trash fight will need to have blanket rot damage going on, let that be so.
â Incidentally, shielding should be changed so that it only applies to damage that would bring players below a specific %age instead of work at all times, so that shielding goes more in line with actual healing. For example, let shielding work if it would bring a player below 75%. That way it still maintains its purpose of preventing damage, but does not maintain its superiority to actual healing in all scenarios.
Speaking as a healer main who tried learning tankingthis season:
First, tanking. Needs reduced barrier of entry. One thing Iâd like them to do is massively buffing tankbusters base damage, but nerfing their m+ scaling. Currently itâs in a weird place where tankbusters only become a threat in m+ levels where white hits also become a threat, so youâre suddenly forced to learn both,instead of being gradually introduced to increasing difficulty.
Aside from that they need to nerf tank Hero talent burst dps and buff constant AoE. Because most classes operate around burst cds, youâre in a weird spot where if you donât have your burst cd for when dps use theirs, you are likely to lose aggro. This is not aproblem with skilled players, who coordinate cds, but in pure pug environment ofc someone will brainfart and dump cds when you donât have yours and die to aggro.
For healers they just need to chill with casts, especially in lower keys. The hps requirement to finish a dungeon shouldnât nearly halve as you get closer to +10s just because people use interrupts, healing low keys should be chill,there are high keys for stressful healing. I know multiple people who tried healing, liked it but bounced off from the difficulty wall of healing low keys, only to get back into healing again after healing friends in +10s where they had time to learn how to operate their specs without pressure, and even more people who just gave up because of low keys.
I mean the old vengeance mechanic was broken.
I never liked the old one at all and was happy that they removed it.
There must be multiple ways to make tanking more interesting for people. Giving them stacking buff to dmg is the most boring one. When i play tank in season i donât do it because of dmg but because dungeons are fun and have interesting pulls and boss mechanics to play around as tank. Dmg is the last thing i care about When playing tank .
no itâs not just make tanking fun. remove that stupid trinket damage penalty, revert survi nerf on tanks and youâll see more players willing to tank. How did you even come up with those suggestions