How to solve the tank and healer problem

Right, you are not the 16 to 20 keys group my man. So not really relevant, is it?

But if you are running that many keys between 6 to 9,then I guess you are major representative on those keys, so I will not invalidate your opinion…

Right, but I did say that it has nothing to do with toxicity. And then you fire away at me saying that I don’t know what toxicity is. Where did you get that idea?

I have 11 alts. 1 druid main (mainly tank), 5 tank alts, 3 healer alts and 3 DD only.

I probably spend too much time on WoW, so no need to say that I have little experience. Main is 3.2k only, rest are at 2.7k.

What?

From your response? Because you are speaking of being kind, ignoring the main toxic issue, which is not respecting time of other players in the group.

Kinda doubt it, unless you have ~30 dungeons played on pretty much everything, otherwise your experience makes no sense. It takes 5 minutes in-game to see my statement proven. Look at yourself, look at myself, both over 3k experience tanking/healing low keys, yet you say people like us don’t exist in the content…

I’d say it’s true for tanking.

Didn’t experience much hate on my 3k rdruid and 2800 rshaman

1 Like

I stopped playing tanks and healers because they became too stressfull .

For tanks : Active mitigation + dps is a PITA , especially for some classes , on top of all the crud going on around you , having to direct the flow of the dungeon , keep agro , pull ton of mobs around you to keep rushing againts the time and do mechanics , you also have to heal yourself and do active mitigation and pump dps . No thanks . I like old school tanks that are just sturdy blocks of HP , that hold agro . The HP is the healer’s problem . The mechanics and dps are the DPS’s problem .
As a tank I should only take care about the agro and the direction of the dungeon .

As a healer : I hate the speed of the game right now . HP jumping up and down between 10% and 100% . Constant running somewhere, meanwhile dodging swiries , trying to chase chickens around that spread all over the place and stay in crud on the floor , on top of that having to contribute dps , only to be yelled at for not being able heal 20 mobs hitting everyone around them . No thanks .

Pumping dps and interrupting is by far the most chill way to play .

As for the solution to tanks and healers ?
Simple:
Delete tanks and healers and force everyone to survive on their own . The most that can be left is some support classes that can offheal someone , or sturdier dps with a taunt that can save someone in a rough spot .

If they were more creative with how tanks work it would definitely open up the door for more people to try them.

But I think it’s a little more complicated because there’s another 50 other reasons why people don’t tank, one of them being needing to know the exact perfect routes in dungeons. I think they should make dungeons a lot more linear and simplified in terms of navigation. Half of the reason I don’t even bother is for that one main reason.

2 Likes

Personally I would love it if healers did relevant damage again. Im a healer main no matter what, but being able to meaningfully contribute with damage would make healing a lot more fun. It just feels bad when theres nothing to heal, and you press your damage button just to press something, not because they do anything.
Maximizing damage while keeping the group alive is what got me into healing.

The problem is not that you can lost yourself in the dungeons, the problem is that you get PUNISHED by the system and players if you try to play the game.

If you start making dungs lineal, you end with FF14 dungs, and then all tanks being the same in terms of CD and CC bcs the lineal progression implies that all tanks need the same kind of resources to deal the same way with the enemies during the run, you know, we have a timer and the classes must be able to run at -x- pace.

I will always defend that removing timer and making dungeons bigger with more paths (not to be confused with skips) is more healthy for the myt+, bcs one route would be not perfect for -x- party comp or classes but good for others, in terms of niche class talents and class “meaning”.

It makes me laugh each time devs come and say -hey, we got new ideas for the classes- just to be hotfixed 1 day pre launch bcs it would be broken, they just cant help themselves.

We might as well permaban and everyone who accidentally interacts with another player at this point.

You realize that you just explained why you’re not a healer, but a damage dealer who plays a healer, right?

The entire endgame gameplay needs to slow down, a lot.
I hope that if they start snapping the gameplay addons in the next expansion that they will also finally tone down the intensity

If thats what you want to call it,sure. I want to contribute in all aspects in a dungeon, and if healer damage is basically meaningless, thats a lot less fun. If that gets more dps players to heal, even better. Even if they are probably not “real” healers to you.

Why ? If anything it will increase interaction between players .
Right now everyone plays their own game .
Tanks goes wroom and gathers all mobs . DPS than aoe stuff down with interrupts and stuns and the healer tries not let anyone die . People don’t really care what the others do as long as noone dies .

But Imagine this instead , when you remove tanks and healers .
You still have 5 man team , but this time you have only mele and casters .
Most packs already consist of mix of casters and mele mobs anyways .
Mele are good vs mele attacks , because of high armor and dodge / ets, but suck vs caster mobs.
Casters are good vs casters , because magic resist / self heal ets , but suck vs mele mobs .

They each take their share to tank appropriate targets . If pack has imbalance , they use cc. If a mob is dangerous they all focus . If a person is going to die they kite , stun , taunt , off-heal ,cc .
They have to speak to each other , mark mobs and react if someone fails and lets a mob run around free …
You know all the stuff that is nearly forgotten , because all people do nowadays is gather 10 mobs and aoe spin them in a circle , and if the tank dies , they just wipe .
You get different comp types . maybe someone will do it with all mele , someone with full casters .

And the best part . You no longer wait ages for the tank or healer to join . You just invite warrior number 30204 and your party is filled .
You no longer need to beg two of your friends to play a tank and healer (who maybe want to be dps) , just because you want to play together .
No more crying for bad healers and tanks . Everyone carries their weight .

Honestly I see only positives .

Well that’s just lazy, tanks should basically just spam an aoe ability and move forward then?

They’d have to make healers actually have something to heal again for healers to stay engaged. 50% of the buttons you press won’t be to heal, but rather to fill downtime with damage.

This would definitely help massively. Timers always add a level of toxicity that seems insanely unnecessary. And it’s not about getting lost, it’s more so the anxiety of it all. Timer + knowing perfect route, and if you don’t know it, people will let you know.

Removing timer though 100%.

3 Likes

Give account wide ban to anyone who misbehaves with keento

Removing M+ timer would go a long way, especially for tanks.

Prune healer kits so they’re not (usually) solely responsible for 90% of the group utility like interrupting, dispelling, purging and dealing as much damage as possible while still healing.

Healing used to be chill, I haven’t been interested in healing one bit since the meta shifted it to be a jack-of-all-trades role that needs you to get a degree in MOBA-ology in terms of APM. I’d rather just not play.

1 Like

So why are you against the concept of having healers need to heal every gcd?

No, it won’t. I have played other games where there are no roles. The interaction in every level of content between players is equal or less than what happens in WoW.

You won’t interact any more or less with players in a role-agnostic WoW. You will just make the game less of an RPG and more of ARPG.

And that’s why I advocate for increased unavoidable damage and reduced avoidable damage.

I never said im against that? I dont think its realistic to implement due to key scaling and most healers being cooldown based. I also dont think it will be very fun to play, or get more people into healing. But if having to heal every single gcd ever gets implemented, I ll still play healer.

1 Like

I took Rdru and Fdk to 3k this season and BDK to 2.7 as well as bunch of alts to 2k. I haven’t met much toxicity at all, most flamers I met were in early season 7-9s pushing where people didn’t kick and flamed me for not healing them from getting oneshot. Afterwards it’s been chill. Even when tanking never got flamed and my routing was very garbage.

I’ve ran between 200 and 350 keys total this season and only times I’ve seen toxicity was when people queued way above their skill level eg. Disc priest doing 600k hps on Candle King in a +12, or tank using one mitigation ability in 14 minutes.

This is the aspect of healing I am very fond of, it makes the role interesting in comparison to pure dmg dealers who have their kit stripped of CC and kicks during boss fights because of their immunities.

Mobas are very chill in terms of APM, I’d say WoW is more similar to Starcraft :smiley: - https://www.youtube.com/watch?v=RR7CU3CJ7iU