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.
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.
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.
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.
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.
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