How to solve the tank and healer problem

Doubt it

What is more likely we will end up with half Baked version of addons and still very quick gameplay.

Removing timers would change nothing. Good tank and healer still would insta leave wipefest groups.

Most of group fail on bosses - and removal of timers would change nothing for those groups

Don’t forget to nerf enemy damage too! If people didn’t have to dodge swirlies, avoid frontals, or interrupt certain casts it would definitely be more enjoyable!

Actually, we should probably invent a new mode called “heroic dungeons”, where we got all this. Make it drop BiS gear at the highest ilvl too.

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Would you be alright if the hps requirement got doubled for all fights?
Candle King m0 now requires 2.5m hps if everyone does mechanics properly. 3.3m hps if they play like your average low key pug.

Not having to heal on every global makes it way less stressful, and scripted spike damage adds a skill layer so that good healera don’t get bored with rot damage.

So
 more target dummy fights?

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If I understood Exiasee right, they basically want the whole dungeon to be like the candle king fight. Personally I dont think that would be very fun to heal long term, much less get more people playing the healer role.

No.

If the current unavoidable damage profile is in the order of 300k hps required and the avoidable damage is on average 3 million per avoidable damage received, you can change it to 500k hps unavoidable and 2 million per avoidable damage. Or 600k hps unavoidable and 1.8 million per avoidable. Or 700k hps and 1.5 million per avoidable.

That’s what logic would dicate, and yet the game design and playloop proves again the exact polar opposite. The fact that we don’t have to heal every global means that, in order to challenge healers, any incoming damage needs to be in the order of an entire health bar and require reaction time rivaling or surpassing that of F1 drivers.

At the same time, ensuring that healers have to focus on health bars all the time means that they are no longer responsible for interrupting, dispelling and dealing damage to enemies, essentially making the role less stressful and more welcoming to people who want to try it.

How would my suggestion make every fight a dummy fight? You’d still have to do triage, dispell friendlies and take care of your mana.

Is every fight a dummy fight for damage dealers and tanks?

Yes, without however the healing requirement be that high.

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It would be typical of blizzard

Yep. In the exact same fashion when they said they’d nerf tank survivability and healer ability to full everyone back to full in 1-2 gcds while simultaneously nerfing spikiness of incoming damage. And they indeed nerfed tank survivability and healer output, but kept the spikiness as it was or even made it spikier in some cases.

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Given your examples 600k is double the hps requirement, 700k is even more.

The thing is that all this spiky damage is completely scripted and can be prepared for. In case of mechanical failures, those are (and should be) lethal in keys that aren’t trivial. In lower keys such as 14 and below you can fail a lot of mechanics and live, it’s very forgiving.

You don’t have any events that changes it up a notch in which you have to prepare for (heal checks), just rot damage that doesn’t require cd’s (because you don’t want the rot damage to be high). That means all you do is pump hps on a constant rotation, dodge the occasional swirlie, and pop a dispel every 30 seconds or so. It’s as close to a target dummy fight it gets since you eliminate the need for cd’s.

Fights that doesn’t require any defensives or interrupts is absolutely a target dummy fight for tanks. Basically all DFC bosses are target dummy fights for a tank. For a DPS all fights that has got no DPS checks, need for defensives, or mechanics that requires more than “take one step to the side to dodge frontal” is basically a target dummy fight. First boss of Rookery is a good example of a target dummy fight for all roles.

That is basically the removal of difficulty.

You can’t fix tank/healer problem only with gameplay adjustment. Fact is that DPS is by far the most beginner friendly role by a mile, so it will just attract more players for that alone, while also having very high skill ceiling compared to healer/tank, which also attracts the very competitive people, who wanna be the chef of the group.

Additionally another problem is that different types of content require a different percentage of the roles, which means that people, who are interested in playing multiple activities, are not gonna be able to strive towards a market demand over a long period, especially now that Blizzard changes the role dynamics so frequently.

For example for an average heroic raid, the market demand is roughly 2 tanks out of 20-30 players. That means for raids the required class distribution ranges between 6-10% usually. Meanwhile for dungeons the distribution is fixed at exactly 20%. The fact that many people have to do big UI changes to swap roles means also that they will be less likely to flex to fill market spots. Of course, people do not 100% correlate to something like a role market, but also not 0%. It’d settle at a spot, that is sensible ideally, if Blizzard makes it more standardized I think rather than having potentially an almost 400% distortion for the tank role for example between raids and dungeons depending on the meta group size.

For start they could to design some shields and weapons that are matching armor.
Seriously, there are only A FEW shields and onehanders that are matching armor.
What up with that Blizz?

How do we fix the shortage?

EASY!

  • Step 1) remove EC from bears and give us KotG instead
  • Step 2) let bears live out their DotC fantasy (form swapping) properly
  • Step 3) GIVE BACK CLAW OF SHIRVALLAH, OMFG
  • Step 4) release more of the bear skins y’all been sitting on for years, cowards!

Oh wait
 those are all my bias. Oh well. :dracthyr_shrug:

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Unfortunately, Guardian Druids, and Protection Warriors, have been removed from the game in patch 11.2. Please Understand.

You are all wasting your time.

There is 1 and only 1 reason people dont want to play healers or tanks: Our CDs and modifiers are WAY to powerful.

Let me illuminate:

We cannot be playing Heroic Dungeons for a whole season. So blizzard is forced to make content that “challenges” us in one way or another.

Healers and tanks have a basic rotation. But they also have things like Shield Wall and Ascendance.

What do those CDs mean? It means that if a PWarrior has a button that allows him to reduce damage by 40% for 8s, the only way to prevent warriors from being inmortal OP (aka: Challenge them) is to create abilities that force you to use that CD. And what happens if you dont use a CD that prevents 40% of the damage? Well
 you get 1-shot. No counter play.

And same thing for healers. RShamans (just to mention ONE example) have Ascendance (plus all the other modifiers) that duplicates our healing for 8s. How do you chalange that? Well you make damage during 8s that forces you to use Ascendance. What happens if you dont? People die. Because our basic abilities are simply too weak with out modifiers and CDs.

That is the problem. We are WAY to OP. And all blizzard does is to increase damage to challenge us. And the stupid thing is: When they realize damage is too bursty, all they do is give us even MORE CDs. That prompt even burstier damage. And the cycle continues. Until nobody plays healers or tanks at all.

The solution is to nerf or remove CDs and modifiers. From all rolls, including DDs and their defensives. And change the damage profile of all content accordingly.

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They were random numbers used to illustrate the idea. Don’t consider them as gospel.

They reasoning is this: if the hps requirements of overcoming unavoidable damage are increased by X%, then the penalty of avoidable damage has to be reduced by Y% where Y% must be strictly higher than X%. The argument is that (a) players will not always be at 100% hp therefore avoidable damage must not be oneshotting someone and (b) the healer will need to be given time for triage and not always have to use a cooldown to save someone who just got hit by avoidable damage.

M+ is infinite scaling. No matter what systems are employed, there will always be oneshots at the extreme cutting edge. So the dicsussion (in fact any such discussion) is moot for any difficulty above what rewards the last reward, which in the current season is Keystone Legend achievement at 3k rating (around M+13/M+14).

Second, below 14s you can only fail mechanics and live if you already are overgeared, and know how to properly use defensives with great efficiency. Failed mechanics in a M+2 can wipe a group at 625 gear (which is the appropriate equipment item level to start going there) if they don’t have defensives.

The tank always receives damage. Not using self-defensives either puts that burden on the healer, or the tank is too overgeared for it (or the game design in its core is bad).

No raid boss and no M+ currently has no timer. Therefore there is always a strict bottom dps that the group must reach. There is also the concept of soft-dps check, where the longer the enemy survives the worse it is for the group. This used to exist in the past with healers running out of mana. The current design of the game does not allow for such bosses to exist.

No, it just shifts difficulty from reaction-time to resource-management.

Are you sure? 100%? Because being randomly targeted by 2 nukes one after the other is not “scripted”. Its a random death sentence. And they are quite a few of those.

What you really want to say is “spiky damage has COUNTERPLAY”. That is the word you are looking for. That is true.

So. 1 Unavoidable nuke + 1 400k “fire ball” that was not kicked will kill you. 1 misplaced kick and you are dead. But it has counterplay. You just need to identify, target and kick that 1 out of 100s of fireballs that is critical for survival. While you execute your normal rotation.

Now that we have gotten that out of the way. Lets talk about the truth here. There is no Healer and Tank shortage in higher keys. If I might suggest, there is a shortage of DPS in higher keys.

All this post is 100% about lower keys. Keys < 15/16. That is where the shortage is. And that is where your argument falls apart. Because you cannot expect sub-second reaction times and perfect awareness to perform the counterplay required for such a bursty damage profile. You cant expect “normal” players to do that or to have fun failing again and again.

Simply put, players don’t have fun when their alternative is either easy dungeons or being 1-shot by a miss-kicked 300k damage fireball or some other BS bad chance.

We have to get rid of this bursty damage. And pay the price. No bursty damage, no CDs. Simple as that.

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HUH?

3rd boss in everbloom as an example from back in DF.

Yes, the damage was scripted, mostly. But then when the bolts fired it picked one player at random to receive 1 more bolt than the rest of the group, so you don’t know who is gonna get hit by more bolts.

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100%.

And that is just 1 boss. What about the trash packs? :smiley: Remember the spinny boyz? No warning and you got at-least 1 tick. 0.5s too late to move away and you got the 2nd one and died. Oh
 and so many casters too


Simply put. People forget why VDH and Dudu were meta in S2. They were meta because together they could silence a pack for 12s on average. And if the DDs dont manage to kill the small casters in 12s (the ones machine-gunning fireballs) eventually you get an overlap between unavoidable AoE and 1 fireball that kills you.

That is a lame strategy to be honest. Not fun.

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Healers

https://www.youtube.com/shorts/kN_f709o8q0

Tanks

https://www.youtube.com/shorts/ueAXXKWtYEc
https://www.youtube.com/shorts/2J6MZn5TqdA

They are, in the lowest keys (0-6) where players are supposed to learn the mechanics. Sure, extreme fails are severely punishing there, as they should be, but in general avoidable damage is very forgiving there.

Lies. If you do a 12 around 655 ilvl (acquired from 10/11), you can easily survived missed interrupts, eating some (not all) frontals or swirlies, and double soaks when you were only supposed to do one soak.

All damage isn’t rough or hard to manage. A lot of tanks limitations is what the DPS can survive, not what he himself can survive. For example the dogs just before K.U.J.O. in workshop. In pugs you rarely pull all 5 instead of 4 then chaining the fifth as dots are about to drop (because healers don’t know how to hold dispel for 2 stacks and instead dispel on cd). Meanwhile there’s barely any damage at all going out onto the tank.

The m+ timer isn’t a DPS check, it’s a group check. If DPS was all that mattered then tanks should never feel pressured to pull more than one pack of mobs at a time, if they can’t time the dungeon it would be because DPS was bad. Doesn’t sound very reasonable, does it?

Yeah, in practice that turns into a hps check as healers run out of cd’s. We have those in trash in m+ instead of bosses.

It removes any need for cd management, any ebb and flow in the dungeon (you’ll have linear damage so there’s nothing to adapt too), and you’ll have less mechanics to deal with.