Lets Nerf Tanks/Heals a bit more huh?

The autonomy of tanks was never in question. It is the total independence from group dynamics I have a problem with.

But besides that, nothing really.

Most abilities would remain as is.

Firstly, I would still leave their self-healing on the higher end.

I would change their runes - 3 runes would be frost or unholy runes (can be used for either - let’s call them death) and 3 would be blood runes. Abilities that will use death runes would have a reduced cost compared to now.

The blood runes are used for heals and absorption. The bloodrunes are not restored when hitting enemies or particularly quickly automatically, but rather when being hit. Cooldowns can restore these bloodrunes as well, but they are fairly long.

Damage and threat is dealt through a combination of the non-blood runes and Runic Power. Other defensive capabilities can be found all over the map. Unholy runes generally works against magic damage and is used for cooldowns while unholy power is used for damage or physical mitigation.

The blood runes power healing spells. Some suck health from enemies as AoE while others are focused on single target.

Blood Death Knights have several unique features besides this, including their excellent mitigation of magical damage, plate armor, and Death Grip. By bringing back their original resource system, or at least something close, we give them something else that no other class in the game has or has ever had. They will also still have Anti-Magic Zone, Resurrection, and things like that of course.

The purpose here is to tie the healing done to the damage taken and generally good reactive gameplay. This results in a situation where Blood DK’s do heal, potentially quite a lot, but they pretty much by definition can only very temporarily heal more than the damage they take. The generation is normalized and tuned accordingly.

Their mitigation remains very high and they are still focused on heals, grips, and other DK shenanigans, but they can never sustain a situation where they outheal enemies for minutes on end.

How does that sound? Did I ruin Blood DK’s?

If they were detatched from group dynamics so much as you claim, you would have tanks everywhere, yet reality seem to differ from the picture of tanks you are trying to give.

Group dynamics is not just making the tank depend on the healer.

This is never happening because game maths behind the scenes are not linear for many years now. Your proposed changes with DS mechanic as is would result in more hectic pulls with more damage intake to compensate for the cap.
Slowing down the growth of DS healing would make gameplay so slow that it would be almost inplayable - not happening in current day and time.

I mean, they sacrificed whole PvP section in favour of class and spec autonomy and everyone having almost all the answers. After they made the tank nerfs, it took them like week and half when they released tank buffs in dmg department, reverted a lot of Blood DK changes from original plan.

And it looks like more buffs are incoming to the tanks, as tank shortage is running the game and its customers veeery dry.

PS your changes are ruining the “power fantasy” of Blood DK. That never usually goes well once you let people get high on cool stuff, and then you remove it without giving new source of dopamine.

No?

People are literally complaining in this thread about tanks having too much responsibility and having to make too many important decisions while others don’t seem to have to do anything for the tank by comparison.

That complaint is rooted in exactly the opposite of what your assumption suggests - that the success of the group depends too much on the tank because the tank is the source of a (too?) substantial amount of the group’s power.

So, to me, the situation is quite logical, actually.

This entire reply basically sums up to “I don’t care about any game modes, just don’t nerf me bro”.

Look, they simply can’t keep buffing everything. The game breaks, and you’ve already mentioned tons of ways in which it did.

They’ve done the same with Diablo 4. It’s effing BORING.

Yes exactly, which means the tank is far from detatched from the group success and does not just stand there doing it’s own thing regardless if the group live or die cause in case they can just solo bosses.

Because the ability of just standing there and survive is irrelevant in the vast majority of content if your group fails anyway. Blood DK would make 100% of group comp if “just survive” was the main element in WoW but it isn’t.

So your idea to make tank have less “group power” is to make them a potato sack that need healing while still retaining all the other reason why a lot of people dont want to approach dungeon tanking.

Ok i guess?

I am fine with whatever decision they make. I was playing blood when it was the worst spec, I played it when it was really good spec.

I am just saying that I noticed there is very few tanks and they are picky. I believe it may be caused by fact that tanks cannot carry groups and support them more.

Feel free to drop here any suggestions. I have to admit I had my period of bad mood, but I have re-invented and re-built my mindset for this season and now I am really chilling.

What you say is true, and my suggestion is basically to somewhat relieve the pressure on them, and you don’t do that by making their role more impactful, you do that by making their role less impactful.

I understand this is unintuitive because normally when you nerf class Y it becomes less popular relative to class X, but this is because the two classes are competing for a spot. A tank and a DPS or healer are never competing for a spot unless the game has broken down completely.

I have also mentioned the why I’m not enjoying it: It’s too spammy. Way too spammy - to the point of being physically uncomfortable to play. I don’t want to play it until they basically cut the amount of actions per minute in half. I just can’t play it.

So how does all that add up? Make it more manageable and reduce pressure. That’s my suggestion.

Honestly, as a healer main with 2 healer alts… it’s not about healer nerfs.

It’s about not reducing incoming damage as part of the promised two parter:

  1. reduce healer healing
  2. reduce incoming damage

Once again (fourth time?), Blizzard talked about this, then nerfed healing (from both tanks and healers) but did not tone down incoming damage, such that a mistake can cause a player to take over 100% of their health in a single hit.

At this time, healers are kind of an artificial role mandated by an arbitrary amount of unavoidable damage. We can’t actually fix player mistakes, because if you make a mistake you just die.

We never get a “nice one healer” any more because that player is a smear on the floor. Sure, they don’t blame us any more, but also, we have nothing to be credited for.

Just nerf Aug evokers, Buff devastation evoker, Buff Healers/Tanks ez

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