Lets Nerf Tanks/Heals a bit more huh?

Not all tanks can do that btw so please lets not generalize and make this sound normal.

I completely disagree. Healing is not satisfying at all. You are just spamming wet noodle spells that hardly do anything until you top the group. But, the damage is as high as ever. Nothing changed, we got all nerfed with the same dragonflight damage.

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Can you stop? You can’t keep the tank alive on a high key while the rest of the group is taking damage as well, so stop pretending you can. Unless you have an on demand 8m heal, it’s not gonna happen.

This is not ok as it is. If you want the tank to depend on you as a healer the damage on the whole dungeon has to be severely nerfed and guess what? It ain’t gonna happen cause that would make it too easy. So, making healers OP to deal with that isn’t the solution. Your job as healer is to heal unavoidable damage, not to be a cane for the crippled tank to walk on. Tanks like to have things to do too. If all you want is a meat shield, that can be achieved with a hunter pet.

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Most tanks can sustain themselves still hahahahahaha who will be the first to comment but u only do +8 keys ofc it is hahahaha watch streams most tanks can sustain themselves just fine

the only way to solve this is for blizzard to open well performing bots to m+ and raiding.

thats the only way to “magicaly spawn” tanks and healers that players refuse to play .

follower dungeons are a start - but blizz needs to work really hard on their AI for next expansions.

member how healers whine and complained they have to dps because their healing role was so easy ?

they got exactly what they wished for.

i guess quoting Ion “you think you do but you dont”

Oh but that is exactly what we wanted. :slight_smile: This “healers have to heal” thing is perfectly fine.

But it is how you implement it.

For example : Blizz wants us to heal the tank ? Sure. But the tank has a massive HP pool and is constantly tanking hits for 3/4M chunking 40%, 50%, 60% of his life.

You want healers to deal with this ? Perfect ! But then we need heals that can heal for 4M.

What is the problem then ? The problem is that if I target a DD instead of the tank, the healer is beyond OP. Capable of topping up a player in 1 GCD. So what do you do ? You increase party damage and we are back to the 1-shot situation of DF.

ALL this is caused because blizzard limits itself to tuning numbers ONLY.

If blizzard wanted to reduce the self-sustain of tanks and give some power to the healer, what it should have done is give tanks, and tanks alone an aura of + Healing Received. And tweek that number.

That way, my healing surge does 700k on a DD but 2M on a tank. And you can maintain balance.

But why wasent it done this way? I dont know.

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Absolutely not.

It removes player responsibility. If you implement AI in M+… any problem caused by such AI will be Blizzards fault. Not the player’s fault.

For example : AI tank pulls too little. You don’t time the key. AI tank pulls too much and dies, you wipe. Who’s problem is it ? Blizzard.

You all of you would come back here saying “my AI tank sucks”. And AI CANNOT magically behave like a human being. It CANT. If it could, we would have true AI (as in sentient artificial beings) …

So the only alternative Blizzard would have is to trivialize the content.

The answer is NO.

ALL of you that think AI can solve all your problems don’t understand what AI is, what it can be used for, and its limitations. None of you understand it.

Hard to say, but I don’t actually think tanks should necessarily be able to just tank 1-3 trash packs at the same time anyway. I don’t think basically removing the use of single target CC, as they have done, is doing the game any favors.

No. This is a big problem.

Can solve that by not nearly 1-shotting DPS players with casts all the time.

How would that make it too easy? This doesn’t really make sense. It’d just mean our health pools would be more stable. I suppose in one way that makes it easier that we won’t be yo-yoing, but on the other hand it means the healer needs a greater focus on throughput as opposed to panic-triage.

What the hell are you even talking about?

Some damage going through on the tank is unavoidable other than 100% constant CC, which itself should not be possible, either. The AoE stun everything meta was just as stupid as this is. Especially since we had both metas simultaneously in DF before. The idea that tanks literally soak up 100% of damage and leave no trace of the actual melee hits of the mobs is completely absurd.

The guaranteed incoming damage is why tanks were fundamentally added to the game in the first place; to be a particularly effective meatshield which reduces the amount of damage incoming and keeps enemies under control so that the healer must heal less than if the mobs were running all over the DPS and healer. They were never supposed to be entirely self-sufficient however, nor were they ever intended to supplant all hard CC, just as DPS should slowly rot away due to unavoidable or avoidable damage.

If tanks and DPS are self-sufficient to the point where they don’t need healing, in other words if DPS were made as OP as tanks, then you don’t even need a healer, at which point it doesn’t even matter how strong healers are anymore.

And in no way can a hunter pet replace a tank even if that tank had no self-healing at all. That’s a completely mental statement.

In my opinion this is an issue due to three issues: (1) the shift in philosophy around Cataclysm, where long-duration crowd control like Polymorph became obsolete in favor of masspulling everything, (2) performance overinflation over the course of an expansion due to extreme item level increases and (3) abilities that were supposed to be saved and used for “oh ****!” moments due to long cooldown have become short-term cooldowns that can be used every 2nd or 3rd pull and therefore their use is “planned” throughout the dungeon. The only long cooldown left is what, Lust?

Yes! Finally someone who agrees. This is one of the best things and my favourite perk of Brewmasters as a healer. I haven’t seen anyone say that they hate it though.

If my friend is driving at 300kph down the Autobahn and I ask him to slow down, I am not asking him to reduce the car’s speed to 20kph.

Healing is “harder” both because damage remained spiky, but also because healers no longer have the luxury of saying “I will stand in fire for 1 sec and take some damage because I can heal it later, because healing X who is at 10% hp is more important”. A lot of “avoid fire” mechanics in TWW have been designed to not only deal damage, but to also interrupt any casts, effectively mandating the use of instants.

And in addition to the above, check overhealing. You will see that despite the healing nerfs, it is still at absurd levels, no matter how much you try to avoid it. This is exactly because incoming damage in comparison to health bars is still too high to give healers the luxury of keeping someone at 70%-80% instead of outright 100%.

I don’t think this would be ideal since it would open a different can of worms. I think the best “solution” is to ensure that tanks are amazing at mitigating damage and making it smooth; they should be able to make the damage they take in terms of maxHP percentage as small as possible, without having the ability to frequently increase their own current health.

For example, Prot Warrior has Ignore Pain. It reduces 50% of incoming damage until the shield is depleted. That’s a proper tank ability, it mitigates damage and makes it smoother. But Impending Victory that is on 25cd and heals for 30% of maxHP should not exist as it is! In my “ideal” world it would add 30% of the tank’s maxHP as additional shield on Ignore Pain, or make it work like Ignore Pain on steroids that reduces incoming damage by 90% instead of 50%.

For other tanks that do not have as much shielding/mitigation but work with reactive selfhealing like BDK, there abilities could be reworked to not restore more health than what they have suffered in the last x seconds, and reduce their cooldown or refund cost based on how much usage they didn’t get out of it.

I’m having fun as healer. Granted, I only did few +2s, but if you struggle at +10, may be that’s too high for you?

do some actual content first before you talk about it ?

like even +4 for exampel to see the jump between +3 and +4 :smiley:

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Good, hope they would nerf leveling tanks to the ground. Tired of those rush rush runs.

Thats more a problem of scaling. Press 2 obliterates on a frost DK on lvl 71 and a boss is dead in a leveling dungeon. Every passive healing is also topping players on that level. It is just stupid on 79 it is not even doing 10% of what it did on lvl 71. Scaling is out of whack.

I mean…so is the skill variety. In leveling dungeons you can meet a top 1% player and a total beginner tank. If you tune classes so former can’t solo rush through the dungeon the latter won’t make it through the first trash.

You are still selling dreams that will never come true.

What i want you to stop is saying you want to be bloody OP at the cost of tanks. You will find even less players will want to play tank.

Makes it easy cause if the tank needs your care 24/7 blizzard has to lower your other jobs. What you are advocating for is returning to the basic tank and spank. No one wants to go back to that. Only vanilla andy’s.

What are YOU talking about? Mobs do a ton of damage. Do you even play tank?
What you call stun meta even, that was ONE tank. One tank was OP and had a tons of stops. Not every other. That ended cause they nerfed their talents, not cause they made any other changes.

Yes, it is mental and it’s what you want. You want to remove tank gameplay, you want a meat soak where you as healer now have to control tank busters instead of the tank that is just supposed to stand there and hope you do your job. You want to monopolise the gameplay from both roles and go back into tank and spank. It is completely mental indeed.

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No, that’d be extremely unfun. Might as well play cookie clicker then. Honestly, if you can’t press defensives or heals as dps, just do easier content imo, and learn a bit. No reason to make the game worse for this.

I like that I have to play my whole class in wow, and not just do one thing mindlessly…

They were true when the game came out and the following 12 years at least.

I didn’t say that. I said make total lockdown CC’s useful by making tanks unable to self-sustain so well. Spells like polymorph, fear, trap.

I’m not. Reducing tank self-healing does not imply removing all the raid mechanics. :person_facepalming:

How are you even coming to with these strawmen? It’s honestly impressive.

No, the AoE CC meta involved an entire team of classes. A DH for several AoE CC’s, a mage to do the same, an Evoker to do the same. And then the rest of the classes switched around a bit but universally for them the AoE control was massive, whether it was a paladin for the chain target silence, a priest to soothe entire packs of mobs so you could run past them even though they had stealth detection and were designed to be unskippable, or druids with vortex+typhoon.

And they did nerf that. This season, if you interrupt with this, all the enemies cast again simultaneously, putting you in even greater danger. That’s fine, but not the point.

I have played a tank in the past, but I don’t now. But I don’t need to play one to see a tank soloing a boss from 40% or to call that out.

No. I didn’t argue for the removal of anything. Just a reduction in healing output for tanks, but you can add DPS to the list. That’s literally all I asked for, yet here you are with a strawman the size of a mountain. Of course, that is a big deal, but it isn’t what you say it is.

Either address me honestly or get out of my face.

First, this isn’t classic anymore and ignoring a decade of class design advancements is not a step forward.

The CC meta you want does not have a place in the current game where runs are timed and players are expected to kick spells. That model of dungeon was boring and a waste of time. Again, it’s the basis of tank and spank, which you want back. A nice meat shield that can’t self heal for anything cause, yes, if you reduce the self heal so much, it will not even be worth the gcd it costs.

The strawman is obviously yours cause we were talking about dungeons and now you talk about raids. :person_shrugging:

Another strawman. We are talking about tanks and you involve the dps. There was only one tank that could do it and if the talents hadn’t been changed they could still do it today. The sigils silenced. Silences stop all casting during the duration. It’s cause illuminates sigils changes removed a charge and the duration was nerfed that such lockdown pulls aren’t possible anymore. But, you missed the point notheless. It was only ONE tank, NOT “tanks”. You talk like all tanks were living the high life when it was the one that did. Also, that one tank could get copious ammounts of parry, not every other. All tanks aren’t the same as one tank.

No tank can solo 40% of a boss in a proper difficulty level atm. Perhaps a DK can? Again ONE tank, not “tanks”.
Either way doesn’t matter. It will take so long any current key will be depleted.

Your argument is ignorant of the tank reality. Self healing of tanks needs to be buffed if anything. Simple melees from bosses or trash rape a tank on a higher key. Stuff hurts ALOT. The idea that tanks need a nerf is so out of touch that you are the one that needs to get off my face.

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And i show you this…

They are not maybe try one in todays content and see how it is.

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