So ? They still did it.
Hence, they must be nerfed.
So ? They still did it.
Hence, they must be nerfed.
So thatâs the whole point.
If I saw a tank and a healer âsoloâ (read: duo) a boss but it taking forever I wouldnât have a word to say about that. Thatâs working as intended.
You dont get to be two ways about this.
Why was that allowed to happen ? Clearly mages and holy paladins are overpowered since they did that, hence, they must be nerfed.
A lot of bosses right now have tankbusters. Tanks arenât going to solo those bosses without a healer. Obviously when you choose a boss that has none the tank can solo it. It just takes a month, and i am not seeing a problem with that.
Itâs literally two completely different situations.
One of them is a 2-man, which should be outrageously difficult but definitely easier. The former is a 1-man, which has no reason to be possible. This is a team game - youâre supposed to be helping one another. If you donât need to do that to kill the boss, thatâs a broken game. Simple as that.
One could argue that this 2-man situation should result in a death also. Without the insane self-sustain from the tank the healer has to heal, and when a healer has to heal, unlike with every other heal basically, the healer will run out of mana, ending the fight. They should definitely last a lot longer than just the tank though.
But if that was the whole problem I wouldnât be saying a word. The problem is that this self-healing is causing a raft of issues, especially in PvP.
The game is filled with absurdities that try to limit healing and limit tanking. Ramping debuffs are especially popular with Blizzard.
The game is full of AoE damage that keeps breaking CC and there seems to be no way around it. Fights like the 2nd boss in Mists where you have to CC this fox become extremely frustrating. You can of course still kite it, and if youâre lucky it spawns far away so you can lock it down proper, but if itâs anywhere near melee it simply CANNOT be controlled. It will run all over the place because Polymorph will be broken every time it is cast and nobody can be blamed because there is no way for people to single target the boss and deal maximum damage to it that way. Even single target spells automatically turn into AoE when you get set bonuses or mandatory talents.
So this meta, far from just being kindda stupid in M+, is breaking PvP. I also think itâs a lot less fun than having to play more strategically instead of just pulling a ton of mobs while pre-assigning constant stops. These stops of course also make it into PvP and create a really frustrating experience as you get interrupted over and over and over again with no end in sight.
Their detachment from reality simply shows that none of the people behind the classes and their management are actually playing the game. Like⌠the recent changes to Holy Paladin, to other healers, to tanks, what theyâre planning for the PTR, and the usual silence after the month-long honeymoon - because those who wanted to buy the expansion have done so, so they donât need to worry about it - makes me wonder if thereâs even a sentient being working at Blizzard, or if itâs just been completely overtaken by no one else but ChatGPT.
But wait, ChatGPT would at least be reasonable and try to compensate for the changes by giving 10 pages of reasons why this or that happened and was done this or that way, which means it would be some sort of communication, whereas what we get is the usual lack of any.
When you want tanks to have the same amount of survivability as the other roles, then you are probably the only person in the world. Look at the amount of damage melee-hits are doing. You just do not want to have tanks in this game.
And you are ignoring the amount of tank-busters we have in the current dungeonpool.
I didnât say they should have the same survivability, I said they should have far greater damage absorbtion than any DPS or healer, but not be able to outheal the damage they take on their own. Once health is lost, it should broadly speaking be lost.
If you havenât cought onto that yet then I fear I cannot debate with you because youâre not reading what Iâve written to you personally a hundred times. Itâs frustrating and childish, and I ask you to stop. You get one more chance: Engage with the points Iâm making or I will ignore you.
The tank-busters are just resulting in near 1-shots if handled improperly. Thatâs no fun either.
Meaning you want 1 tank spec in the game.
What are you even talking about at this point? How does wanting the reduce self-healing mean wanting to remove all but one tank?
I am completely lost at this point.
So if youâre friend soloed the boss from 40% because âhe lost health really slowlyâ instead of âlosing it and healing it up againâ itâd all be fine?
That would imply him having 500m or more health.
So⌠no.
No it wouldnât.
Heâd simply lose health slower because of his (your words) far greater damage absorption. None of this means the bear needs a bigger health pool.
What are you even talking about at this point? How does wanting the reduce self-healing mean wanting to remove all but one tank?
I am completely lost at this point.
Tanks all work different. Some ignore a lot of damage by pressing the right buttons. Others are slowly falling and slowly can heal themselves. Others are fast falling and fast healing themselves. You want the selfhealing completely gone. This means you can not have different specs.
You need a damage pattern on the tank that is healable by the healer. When a tank falls too fast the healer needs to spam the tank full time. When the tank is almost not taking damage a hot healer is doing it completely. You need a balance in this when the tank completely relies on others for getting health back. Which means thereâs no room for different specs.
but not be able to outheal the damage they take on their own. Once health is lost, it should broadly speaking be lost.
Yes. They should, I do not want to rely on a healer just to stay alive.
Following from my previous reply: And really I think that number highlights the issue. When tanks can self-sustain like this itâs like they have TONS of health.
It reminds me of Diablo 3 on hardcore. The self-healing can be so high that nothing can hurt you and then you suddenly get one-shot. Worst game ever.
No it wouldnât.
Heâd simply lose health slower because of his (your words) far greater damage absorption. None of this means the bear needs a bigger health pool.
Okay, okay I get you.
No, not really. I donât want tanks having 98% damage reduction either.
Iâm not really sure why you two are thinking all my arguments to some extreme? At no point have I said tanks should have no healing whatsoever regardless of class, and at no point have I said tanks should have infinite armor and magic damage reduction.
Itâs just strawman after strawman, gaslighting, and ridiculous exaggerations, âso you sayâ arguments, oversimplifications and every other disingenuous argument under the sun.
Why do you do this? Why do you not read what I write? It feels like a bad parody of Channel 4âs Jordan Peterson interview, and that was already quite bad.
Tanks all work different. Some ignore a lot of damage by pressing the right buttons. Others are slowly falling and slowly can heal themselves. Others are fast falling and fast healing themselves. You want the selfhealing completely gone. This means you can not have different specs.
As long as whatever they do doesnât allow them to outheal the boss for a very long time, itâs all fine. I never said 0 healing at all.
Recovering some amount of HP after a big hit vs absorbing it outright? Thatâs fine.
For example, bears had this ability called Frenzied Regeneration. Itâs a heal, but its cooldown is very long and it will never outheal a boss.
There are also many other ways tanks can differentiate themselves.
You need a damage pattern on the tank that is healable by the healer. When a tank falls too fast the healer needs to spam the tank full time. When the tank is almost not taking damage a hot healer is doing it completely. You need a balance in this when the tank completely relies on others for getting health back. Which means thereâs no room for different specs.
I completely agree with this, which is precisely why I donât want tanks that can outheal a healer on themselves, because itâs basically limitless and so the only way Blizzard can threaten the tank is a tank-buster that can kill them so fast if the tank messes up that the healer canât really do anything if the tank canât since their HPS would be about the same.
This is what we saw last season as well, but I would argue worse. Enemy damage was completely out of control, tank was immortal anyway, and the DPS get 1-shot at the lightest touch. Not much fun really, especially not for the healers.
Yes. They should, I do not want to rely on a healer just to stay alive.
Okay, well then the two of us fundamentally disagree and there is nothing more to say. For me, in group content, healers are makes group members that take damage stay alive. You clearly donât want that role to be relevant to you.
It is just depending on the boss and the keylevel, i suppose. Most tanks already can not outheal the damage they get.
When you look at logs we already heal the tank the most in a dungeon, with the least of overhealing.
Okay, well then the two of us fundamentally disagree and there is nothing more to say. For me, in group content, healers are makes group members that take damage stay alive. You clearly donât want that role to be relevant to you
Having to not rely on healer as tank = Healer not relevant?
Theres still 4 other people in the party.
And another question, have you played tank this expac ?
It is just depending on the boss and the keylevel, i suppose. Most tanks already can not outheal the damage they get.
But some of them can, and none should be able to. EVER.
And even those that canât are often very strong compared to players in the group.
Theres still 4 other people in the party.
Oh, so we should rely on healers but tanks shouldnât at all? And thatâs balanced in what way exactly?
None of them can, or they play too low keylevel.