Petition for ending the dps race

This is a really difficult problem to solve and the solution might not result in a more fun game. But as for CC, it’s used plenty for skipping, but designing dungeons where you “need” to hard CC just makes CC a requirement and further cements a “meta” comp.

In original TBC hybrid dps wouldn’t get invited because they didn’t have a hard CC, tanks focused on a balance of mitigation/threat, packs were killed 1-2 mobs at a time. In TBCC which is exactly the same game the players said screw that, AOE pulled every single pack and invited not based on CC but based on group buffs.

The players changed, nobody wants to play the game like people did in 2006.

You lose defensives and CDs if there was no death penalty, ending up taking more time than going normally.

What… don’t you think I remember how long it was to do the first big pull in Necrotic Wake when the tank started dying?

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Only if the tank does or a DPS dies the second they pop. Take the first pull in AV for example, 4 packs 10 yards from the door, zero runback.

…And very little % :sweat_smile:

Fine. Let’s have a look shall we?
RLP: respawn at the entrance of the cave… 6 seconds to get back… DPS dies…. Comes back… tank dies, release, DPS dies, DPS dies, healer dies, tank get back, no defensives, no healing, dies again, next DPS comes back, dies, second DPS comes back, dies. Tank manage to get back, still no defensives, die… healer dies next… it’s a logistic nightmare. No timer loss (with my idea) yes… but can you see the time that you eventually lose instead of going normally?
Edit: and if the tank don’t die it means you haven’t pulled much anyway and it’s more like now.

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Why is DPS such an important thing?

Because its the only un-caped metric.

In other words : There exists over-healing. There is such a thing as over-mitigation too (taking zero damage). However, there is no such thing as over-dps. Any extra amount of DPS you bring, is always something positive.

Therefore, once the “caps” to healing and mitigation are met, the only variable left is DPS.

And if your intention is to remove DPS as a variable, then you have to make sure healers and tanks dont meet their caps. Which generates the situation we had in S3 (1-shots).

And because 1-shots exist, you over-rely on interrupts, DR and utility to overcome it.

Its a catch 22 situation that has been going on since classic. And there is no way out of it unless you remove over-healing and over-mitigation as a concept.

11.22%, 16.83% if you want to be ambitious.

I’d say doing 10% of the trash before leaving the first room is a pretty decent amount of count.

Yes it’s kind of funny now people complain about too many enemies at once doing too many things causing a wipe and nobody thinks “hey let’s just polymorph that thing”, but because of the way timers work and because of how good cleave damage is compared to single target, it’s not really an option. Cleave damage is the real problem here.

Usually that’s because they’ve deliberately added mobs to a pull as opposed to taken them away though.

If you bite off more than you can chew you can almost always pull smaller, and as long as you’re all pulling your weight for your ilvl and not losing time in other ways like wiping to bosses you can cruise the timer up to at least a 10.

And then what you do? :face_with_raised_eyebrow: convincing pugs to invis pot the frogs? Or use the umbrella to skip two platforms?
Yeah good luck with that in pugs.

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I levitate them and we jump.

:joy::joy::joy::rofl::rofl::rofl: hahahaha ……

…. Hahahahaha :joy::joy::joy::joy::rofl::rofl::rofl:

…. :rofl::rofl::rofl::rofl::joy::joy::joy::joy: all this trouble, to save 15 seconds due to multiple wipes without a death timer
:joy::joy::joy::rofl::rofl:

I’ve seen some people in denial cook up things, but this is going bonkers.
I’ll leave it to you.
Levitate away now.

I’d say that route over holding W saves about 7 minutes in a 10, even more the higher you go.

Thanks for your partially funny, unfortunately aggressiv, sometimes oversensitive and often realistic replies. No matter what view it shows that Blizzard has to do something. There are many possibilities to strengthen the roles and diversify the classes and their abilities. Maybe longer fights on pulls would lead to more strategic play than just bl mass aoe pulls.

For future its always easier to have a discussion if there’s more specific about what content we’re discussing. Is it leveling dungeons? Heroics? Low m+? Pushing keys? Just a tip for the future.

That’s because tanks do very good DPS and healers do quite measurable DPS as well.

Nerf their DPS 100x and nobody will care.

Nobody cares about healer or tank DPS right now.

What people care is having a player being AFK during downtime while the DDs are trying to squeeze out the maximum performance.

Its dead weight during X seconds…

Its systemic. Not voluntary.

it was always like this though .

best tanks always found the sweet spot between survivability and then using as much offensive dps gear as possible.

this season if you check bulion choice its too rings with dps effect and offensive trinkets.

still a lot of weaker tanks like me will go with defensive trinkets and in my case i have 1 slot locked to cheat death trinket untill im sure i can survive almost everything

Need more support specs like AUG
Something like quick/alac specs in GW2

then what would be the reason to play - a lot of people never go above old +20 now +10 and even earlier +15 .

but they really enjoy destorying that level of keys .

lets people just have fun .

its not blizzard fault some people cant press buttons correctly.

No. A massive… NO…

Support specs should be not only nerfed, but deleted from the game.