I’m sure. You know those attacks are coming, even though you may not know the exact target. You can adapt the pull, or use abilities proactively.
True, you have to do some basic mechanics to complete mid and high keys. You can honestly let about 50% of casts go through even in 15s, but you can’t let all casts go through.
Well that’s true, the ratio in those keys are way worse. I don’t think anybody expects sub-second reaction times and perfect awareness though, just that they do the bare minimum. If we’re talking really low keys, like 0-10, that means using their kick 10% of the times it could be used, or a defensive or a cd like 10% of the times it should be used. That’s how low the bar is this season.
How awfully boring that would make m+ though. Nothing to react to, just smash your way through and dodge some swirlies and you’re a title range player.
It’s not really relevant as it’s an old season, we’re discussing how it currently is.
Although that was, as you say, also scripted and you knew what was going to happen, you just didn’t know who was going to be targetted (which was bad, there should be an indicator for who’s going to take more damage just so they would know to use a defensive or someone would use an external).
Eh, I still can’t see much when I’m tanking and people are blasting everything. It’s just a visual clutter fest. It’s a problem with all of Blizzard’s games that you can’t see anything when action happens.
YES. You can let 50% of the cast through in a 15+. And that is what is should be. But I already said what the problem with that is. Its quoted above, but let me re-quote it just in case:
Let me illuminate you what “proactive abilities” means. It means: track the unavoidable damage. And install a weak-aura (targeted spells) that warns you who is targeted with what.
What you dont know is which mob out of the 3/4 casters in some pulls is casting it. So you have to make split second decisions on who is casting what to kick it. WHILE you are pooping CDs to heal the unavoidable damage.
And that is why 50% of casts go through. Because its difficult to do. So a +15 is more of a lotery game than anything else. If you win, you dont get nasty overlaps. If you dont, someone gets 1-shot and the run is ruined.
Is that what you call “proactive”?
And for the record. You want to know why the pros dont have those issues? This is why:
Its not because they coordinate their kicks better. Its because they have 2 specs AoE silencing everything and some OP skilled DDs that can kill things really fast.
Which brings me to:
The timer is a CD check. Keys are being completed with minutes of time to spare. And that is because you time your packs with the CDs available. SPECIFICALLY VDH and Dudu AoE silences. That is why huge packs are killed when its completely unnecessary (timer-wise). The only reason is because you want to time those 1 min CDs.
How awfully boring it is to have just ONE type of damage profile for all 8 dungeons. There are only 2 rot bosses, both of which also incorporate burst damage on top of the rot. Just in case you forgot.
Burst damage can exist. It’s just that its the only type of damage there is. And you talk as if rot bosses were easy (to name just ONE type of damage type)… May I remind you of the HoI rot boss there? Or the VP dragon? Those were pure 100% rot bosses. Hardest bosses in the entire dungeon.
And healing wise, those bosses were super hard. And much more satisfactory to execute, min-maxing each and every cast to conserve mana. Timing mana pots to the second to not get OOM. The 1st boss of HoI with its explosions was absolutely horrible. All you had to do is time CDs. BORING. Especially because if DDs spent 1-sec too long in the puddles they died with out any counter play possible. It was frustrating to heal that 1st boss, even though, technically it was 10x easier than the rot boss.
But hey. You know what is even MORE boring than that? Not having anyone to play with because people simply dont find it fun. How’s that for a reason to get rid of bursty damage?
Because this is false:
If the bare minimum is sub-second reaction times. Then that is what is expected from people. Not the other way around.
Its not about the graphics. Its the graphics. Plus a UI. Plus WA to track targeted spells. Plus general knowledge of predicting how much damage will come in vs. how much you can heal. By “eye”…
Its ridiculous. All blizzard does is add even more stuff. More spells, more modifiers to track, more nukes and random “fireballs”… and the solution to that is not “more UI customization”. Its just a symptom.
If we are talking about the bleeding edge of wow. Professional players that min-max everything to the second. OK. I get it.
But we are not. We are talking about some people that play this game in keys 1 to 15. And you expect them to have to install all those things (not to mention the specific addons/UI elements for healers/tanks) just to do the “bare minimum” as you imply?
Meh, if I knew you were just out to complain rather than use any of the solutions at hand I wouldn’t even have bothered to answer. Enjoy your self-imposed limitations.
You really give vdh and boomie too much credit. People are completing the same keys without those specs, they aren’t as insanely OP as you make them out to be (but yes, I agree that vdh shouldn’t have both chains and silence, and dudu silence duration should be reduced by 50%).
You have target dummys, heal checks through rot, heal checks through rot and some bigger hits, tank checks, mechanics for everyone except tanks, etc. That’s quite a bit of variance.
But sure, more bosses like Swamp boss in floodgate would be pretty nice, where it’s some rot damage and a tiny bit a of movement, coupled with a tankbuster.
Those were easy though, very easy on top of that. It was just a feel-good moment as a healer because you got to show off on the meters. Kinda like the last mini-boss in priory. There’s nothing mechanically challenging, you just try to show off on the meters and everything works out.
I think simply put a lot of healers don’t like being challenged. They want to stare at their actionbars and press the next best healing ability without having to adapt to the fights.
I just said that nobody expects sub-second reaction times. If I’m in a really low key like a 10 or lower, I’m happy if someone reacts to the 5 second volley casts and interrupts it. If not, I’ll just spend the next 3-4 casts safely topping everyone up because the damage going out barely dents anyones hp bar if they’re adequately geared (like they got the ilvl that’s dropped from the key level below the one they’re attempting).
I expect people who attempt a challenge mode to appreciate a challenge and attempt to adapt to it. You don’t need any addons or weakauras for 15s, to say such is being ridiculous.
That’s quite funny because FF14 had some dungeons that were not linear and they got so many complaints because people would always go the quickest way… echoing the gogogo mentality of WoW. They would also collect as much trash as possible.
M+ has had the greatest impact on dungeons design. There were occasionally dungeons where you had optional paths but since M+ that’s not a thing. WoW dungeons are now narrow corridors where you meet more trash packs, because as everyone knows, M+ content is trash packs.
Back to FF14, they had the same issue with trash packs so they made it you could only pull two to three packs at a time, they introduced invisible barriers. Maybe this is what WoW needs.
IMO opinion M+ ruined dungeons. Just wait for Delves+. We know it’s going to happen.
Option to reduce allied spell visuals come with 11.2 https://www.wowhead.com/news/players-can-reduce-allied-spell-visuals-via-options-in-patch-11-2-377460 https://eu.forums.blizzard.com/en/wow/t/feedback-spell-visual-density-updates/578089
Going to be interesting to see when they start removing combat addons in Midnight,
at least I think it was Midnight? Do not remember 100%
Kinda hope all content will benefit from it and they will be able to make more fun for
everyone
I usually always play support/healer in group content, thou it been a long time in wow.
When I had a break from wow from shadowlands to tww s2, I played another
mmo where raids had one/two healers and some increasingly difficult group content
with only 1 healer. Often many bosses and mobs had some group wipe ability,
and only healers could prevent it from only visual ques and maybe just a second or two
to get ready. Still had to press it right time thou to make everyone immune.
I think most healers love a challenge too, thou toolkit must kinda allow such things.
Some healer spec in wow does kinda have it but other not so much
(thou kinda wish they did).
Not played any m raid or m+ so do what you will with that info lol
Absolutely they are. But please check Raider IO once again. Because it isent just anyone that does that you know.
I find it funny that for the first 10 pages of Raider IO there is only ONE comp that dosent have a VDH and a DuDu. And that is Monksea and his melee comp. ONE group.
5 people out of 500.
So your excuse is that because ONE person, who probably is the best wow player on the planet by FAR is proof that I am somehow wrong? Nah… sorry.
If I need to play like Monksea or Pikawar to replace a VDH + DuDu… bro… that is NOT something to expect from just anyone out there.
I mean… you could say: But wait a minute, what happens with these guys?
https://raider.io/mythic-plus-runs/season-tww-2/20376076 They even prefer to take DOUBLE druid, over taking any other DPS. Even though there are a couple of specs capable of competing with a DuDu in that department, and that have more utility.
Sure buddy… maybe it was easy for you in S2 because you played Holy Paladin in the Exodia comp. That was unnatural and dosent count.
You think rot bosses are easy? Sure buddy. Increase key level then. Eventually 1 tick will 1-shot you. What’s the problem? Its the same argument for burst damage isent it? Its easy until it 1-shots you.
HPS wise its the same.
Define challenge? Because you are aware that my whole point is to nerf healers (and tanks, and DD defensives) big time right?
It would be contradictory to believe that nerfing healers somehow makes encounters easier, or that healers dont like a challenge.
The thing is that you are incapable of looking ahead beyond your nose. You beleive that somehow I am saying to remove burst damage, turn everything into a rot fight and keep healers as they are today.
I am not.
I am saying that healers should be nerfed. A lot. Not just CDs. But modifiers. That means things like “High Tide”… GONE. Things like “Shield Wall”, now its a 20% DR. Or a 10%. Things like Ascendance, it goes from 2x your HPS to increasing it by 10%. And DD defensives, such as “Barkskin” gone. Or nerfed severely.
You still have to press them if you want to run a key correctly. You still have to kick casters. You still have to pop Defensives and CDs…
But… your MAIN abilities will matter much more than a small 12s burst window.
The reason 10s are a joke is because the solution to the “there are no sub-second reaction times” is to nerf the content. And that is NOT the answer.
And I am not talking about the 5 second volley casts. I am talking about nasty overlaps between unavoidable AoE and the stupid “machine gun fireballs” or other things. Which can also be kicked by the way.
You dont need any WA or addons? Werent you the one suggesting them? Such as:
The fact that you include or implies that i expect aswell a nerf into the mechanics or damage, so any kind of tuning that makes the game easier, you are wrong and is another prove that your kind of thinking is plain as a wombat brain.
More paths, more options means only that, you can be more creative making mobs and bosses, so traps and gadgets for special moments keeping the difficulty.
If you keep climbing in lvl keys, u will hit the numerical wall so you do in myt raid when the lack of itlvl is real.
It’s crazy that there still believe that just because VDH are much more present in high keys, that means they are massively more potent than other classes.
If VDH was just 1% stronger than other picks, it would be dominating the leaderboard. Popularity is not a measure for potence. The fact that there are other tanks performing at similar levels indicates that it is fully possible to do the keys vdh (and other meta specs) are doing.
If all the best players switched to off-meta specs you’d suddenly argue that vdh is undertuned and needs buffs.
So your argument for meta specs being too strong is linking one of the worlds best teams not using the full meta comp? That if anything indicates a weak argument.
I pugged and healed in all sorts of comps, although I didn’t bother doing more than 20s in df s2. DF s4 was just as easy though on multiple healers.
One has counterplays, the other just needs a rotation to be automated. Target dummy fights.
Maybe I misunderstood you, I thought you also wanted to nerf dungeons. As in reduce casters, reduce damage spikes and turn it to rot damage, remove any need for cd’s etc. Maybe you just wanted to keep dungeons exactly as they are and simply remove all cd’s? My bad in that case.
The reason 10s are a joke because in TWW s1 where they had even the slightest challenge to them people cried until their tear ducts dried out. People just want the gear hand-outs.
Where I suggested he uses the settings provided by blizzard to enhance his UI? How is that saying that anyone MUST have addons?
Sure, addons help, but only really poor players absolutely NEEDS them in anything at or below a 15 this season.
If you remove that you’ll have the m+ pushers wait for full cd’s and bloodlust for every pull once it’s needed, or just grab a pack of mobs and move them to respawn point and fight and die until they kill the pack (given that there’s no death limit either).
FF14 has and “forces” on tanks (new as well) to the typical wal-to-wall , so u put and crunch ur ccs and cds when u hit those invisible walls.
That makes all tanks hav 30sec 1min 2-3 min and 1 inmune bein used the same way making no difference, is it that easier for new tanks? yes, boring once you hit max lvl? yes.
Btw, the difficulty lvl of dungs from FF14 is lower as the follower/normal-dungs.