So lilith is your problem content you can’t do existing, or is it content having rewards that you want that you can’t get?
I know about that. I’ve literally said something similar myself like half an hour ago here on the forums.
But that also implies that it’s not a healer-issue. If healing is easier the more difficult it gets (to some extend), it’s a skill issue of the other players.
How can you ever cover that? M+ is all about a challenge. You can’t pull the challenge out of M+ to suit the ones who cannot step out of goo. We have Heroic dungeons for those.
Cut back on active defensives in dps player’s toolkits so the game is less designed around the expectation players will be rotating through them to reduce incoming damage. Make dealing with incoming damage much more the healer’s job so they don’t have to pick up slack as much from dps who aren’t using their toolkits to help.
Cut back on AoE stops in general so the game doesn’t need as many packs with multiple must stop / avoidable damage dealing abilities that blizzard expect you to handle with said AoE stops.
I’m sure this holds ground for very high keys. I don’t think this is in any form relevant for the +5 that Lilith mentioned (or the 12s).
Don’t stand in goo, and you’re halfway to the finish line. Don’t let three Fireball Volleys go off after each other, and you’re basically there.
Just revert the spell queue changes, yep. I think that was a big mistake to begin with.
Well it’s relevant at all levels because the tuning is relative. Sure it matters more the higher you go, but these abilities would all baseline do less damage if the expectation wasn’t that you had something to cover yourself if they do end up hitting you. Same goes for the unavoidable damage too.
No. This is just adding to the arms race. We should never have gotten to a point where the dragonflight spell queue felt necessary. The game has too many AoE stops, period.
What tank buster? And also, you should be able to clear a +2 quite easily with 500k ST dps. Top random blog post though, super relevant.
Sure, it’s relative. But a +6 doesn’t become that hard because they don’t use their defensives optimally. This doesn’t even happen in 12s. It only becomes a big problem because they ignore the affix, don’t interrupt, and stand in goo.
I mean, they intentionally went the “do something or you die”-road…to actually make it easier for the healers. You’re now asking to basically revert that?
I don’t think I agree. Well, I agree that many stops and CC abilities exist. But…here’s the big butt…it also allows you to experiment a little. You have something to press to make it easier, you have some tools to pull 4 packs instead of 3, and so forth.
Reduce the stops, fine. Then what? That means that there will be fewer special casts. So the unavoidables go up again to keep the challenge alive. Unavoidable damage up, means that every single miscalculation of a tank will be a problem.
I don’t think that’s a great path forward either.
I think we as players collectively have too many toys. Too much AoE CC, too many active defensives, too many mobility tools, and the game has become what it is because it’s trying to account for the fact we have all of this at our disposal to use. Same general issue with healing, it’s an arms race between healing cds and damage events tuned around the need to use them.
Obviously not all specs have all of these issues, some have all 3, some have 1-2, some barely have any, but on the whole this is an issue with game overall.
Players just want more more more with no thought as to the impact on the game it will have.
I can get everything what i want. Got my portals and im done with pushing this season .
That’s not the point.
The point is whether getting them is fun or not.
Overcoming challenges can be fun for people.
Snoozing through easy content for inflated rewards however is tedious.
I don’t think this is a problem for most specs? If some specs have too many tools/cooldowns/… then we need to address those. But the specs I play most don’t drown in them at least.
This counts for the opposite too. Do you know what changes you’re asking for, by asking for less CCs, CDs, etc? Fulfilling this request doesn’t come on its own.
Mage would be the poster child of the problem, so I already question that comment since you’re posting from one.
I saw this one coming…this mage is on a weekly-run treatment as it is my frist char but the specs don’t really appeal to me. So 1 dungeon a week, I don’t consider that a relevant char.
Currently maintained: Feral, Resto Shaman, Windwalker/Brewmaster. In case it’s relevant. Do they have tools? Yep, quite some. But that many? Not if we look at it from a historical perspective.
I would take thunderstorm away from resto in a heartbeat. Especially because it was given to them in the same breath they took shining force from healing priest citing too many knockbacks in the game. (They also added blast wave to frost and arcane at the same time)
Doesn’t WW monk have 3 different active defensive cds?
Sure, can do that. Wouldn’t be opposed to it. Slightly disappointed that they took AG away though…
If we count in a talentable pure-magic defensive, yeah, you’re right. But again, they’ve had that since the introduction, afaik?
Before these talent trees you had to choose between diffuse magic and dampen harm.
Fortified brew had like a 5 minute CD. But yes, it also had karma.
+++++
Shining force was the best spell ever. I got so good with that in BG’s I could do trick shots with gnomes.
I know we should be removing bloat but if the game goes the other way, spectral guise was awesome for mechanic cheese and cascade also deserves honourable mention.
what the average people dont understand is that matchmaking truly balances itself like a maximization problem.
they think that oh uh but you can have bad rng and get 4 bad people all the time. No, that is not how it works. It will improve balancing and it will improve meta highlighting because everyone has the same pool of players and chances and eventually, if he plays very well, will be matched with others, who are higher and play very well and if then 1 doesnt play very well, you maybe dont time this or the next 10 keys on this higher mmr, but the one who doesnt play very well wont time the next 50 keys, whereas the good player has a higher chance of timing the 11th.
it will balance itself out and people dont understand that.
it could show currently labeled offmeta specs as actually meta.
Are you the collective consciousness all the average people? Or are you so average you understand everyone who is average as well as one can?
You can only speak for what you don’t understand.
i have higher academic backgrounds in multiple interdisciplinary fields and the common approach for the analyzation of the solution here is to see it as a stochastics and optimization problem for the m+ problem, while the other linguistic weight I show is about societal psychological development and psychoanalytics so it is allowed for me to speak of the average person who does not have that background and cant understand it. The history of this post proves my points of average that the “average” is not used to stochastics and wont understand the “balances itself out” optimization