That’s easily resolved with a percentile solution that does not scale up with key level like sort of an affix. It doesn’t need to be insanely high but requires continuously healing
That would just punish classes that don’t deal well with rot damage compared to others making it even less likely that non meta classes get invites to keys.
It’s not really… because the ticking dmg still needs to be quite low in low keys. And not aure if you agree with OP on healer should be required in even low keys. Because if thats the case… it really needs to do some dmg, or your geared dps can just out heal it with a bit of leech…
And at some point, you have to ask yourself, why do this to prevent a tiny percentile of players to do dungeons without healers.
Else its purely to change the healer role to be heal only, which would really end up being a show, because a lot of players do enjoy the more supportish role of healer as it is currently.
Blizzard better up the damage profiles in raiding. But it is quite concerning they can not balance the damage in raid vs dungeons. I can’t say really anything about how healing feels in raiding since i am not doing it.
What you suggest is, 1 affix/swirly/mechanic means a missed (or a couple) GCD’s and the group wipes. Or it is not that much damage that we wait till the group is 50% and aoe burst the group full, and ignore it again for a while.
Not to think about hot-classes who can have full time healing this dot, which makes it a non-thing. Resto druids were already meta for a lot of reasons in M+ for a lot of seasons. But your suggestion tops them even further.
Every healer has the possibility to handle such a Damage profile easily if it’s a few rejuvenations a DreamBreath chainheal or whatever. A few missed gcds should generally result in a bricked key as Healer.
If a Tank misses a def CD it’s also not good at all.
That’s how it was the first weeks in Nokhud on Elemental Boss. There was a single CD missed or chosen wrong a wipe while that boss is a joke now.
M+ was never designed around particular set-in-stone difficulty modes. I can see the difficulty in properly balancing it, especially around the high end levels.
For raids, we have 4 very distinct difficulty settings. This means that Blizzard is easily able to balance classes - not necessarily specs, mind you - around boss HP and damage profile.
Mythic+ content on the other hand will in theory scale infinitely until even a trash mob will just blow up a tank in one hit. This makes it very hard to balance correctly. If tanks are not given enough sustain/mitigation, they will not be able to tank high end content. On the other end of the spectrum they will be able to solo low end dungeons.
For healers, every healer has a bit of a niche. This means that they perform well in combination with another healer in raid content, as they can support each other’s healing profile. In 5 man content, one healer will need to corner every healing profile. But not every healer can cover all the damage profiles equally well. Some are specifically good in raids, but will fail because they cannot cope with spikes for example.
My opinion is that with DF we are at a point where Blizzard might need to split M+ content off from raid content, like PvP tuning is separate from PvE tuning. Maybe even introduce specific M+ talents alongside PvP talents to help some specs close the gap from raid to dungeon content.
A specific boss is something else than a full dungeon. And your example of the elemental boss is one of the reasons why only 2 healer-specs were able to heal that boss…
It doesn’t need to be this spiky at all just that you can’t run a dungeon without a healer.
Realistically nobody outside of the top players with specific specs can run a dungeon without a healer. In normal groups there is already a lot of stress on the healer.
And you are still favoring hot classes. Or something like the current special fogotten reach ring, which adds a shield every x seconds.
Or your suggestion does nothing because it isn’t spikey, or it will be a lot of stress to keep up and results in any missed gcd, for whatever reason (like a boss mechanic), in a wipe for the whole dungeon length.
The problem is that it is possible, not that only a handful of people have the skill to do it. This means the healer role really is just there to make up for people’s mistakes which feels horrible because it feels like the only challenge comes from other people screwing up.
Lets compare it to the tank role. Tanks are mandatory because there are a lot of mobs that can’t be CC’d and thus can’t be kited, most notably bosses. The mobs hit hard enough that any non-tank will vaporize. It’s turned into an impossibility to do a run without a tank because of unavoidable mechanics. The added complexity for tanks comes from keeping themselves alive and setting the pace of the run. They still have to make up for other people’s mistakes when they pull extra packs since it’s up to the tank to survive a bigger pull.
Now imagine everything could be slowed and kited. Tanks would suddenly become a luxury to make things easier, because you can avoid 100% of autoattacks even without. Yes, only the better players would manage this, but you have to look no further than vanilla and the 400+ mob single pull Maraudon farm mages can do to realize that it’s not at all beyond the playerbase to abuse it.
Now how to fix this to make healers mandatory again? They’re free to pay me and I’ll come up with a solution, but for starters they could change the tank role back to threat management and self mitigation so the healer is still the one responsible for keeping them healthy while they have to make sure they don’t die from overwhelming amounts of damage while keeping mobs on them.
This is how things used to be. Now the extra damage from additional pulls is on the group rather than the tank. More mobs that need to be interrupted or otherwise locked down, or the group will suffer from it. At the same time tanks have become a lot sturdier than before. Unless there is a mob with the odd tank buster, the tank’s going to be just fine.
This is the entire issue in DF, the game is now easier for tanks than before, and you can survive ridiculous amounts of punishment. DPS will continue to be able to have an incredibly easy life throughout most of the low to mid key levels, until you reach a point where you either “git gud” or you just die. But up to that point there is very little indication that you need to take an active role with mitigation or CC on mobs. Mob casts spell, you take some damage, healer heals damage, no problem.
In mid keys, all responsibility is now shoved onto healers on top of massive heal checks that not all classes/specs are properly designed to handle.
You are still going to be able to do solo content. That is why I said 25% (up for discussion/balancing of course).
But let me try to reverse your reply here, since I find it very egoistic.
I agree. Right now what we call a “Healer” is in reality a “Supporter”.
For DKs, this can be handled the same way. Sure, the class design requires lots of self-healing, but does it have to be that much? If they lack mitigation or other defensive stats/abilities, they have to make it up with healing. So far so good, but still, they should not be able to solo Mythics. It’s all about the balancing.
Just after the patch my WoG has almost twice the base healing with 1 Blessing of Dawn proc and standing in talented Consec(and not taking hand of the protector into account) than my PrEvokers Spirit Bloom…at this point I would queue for Healing as Prot rather than an actual healer lol…just let me opt out from the extra threat gen lmao
Yes, but they made it worse now…
In general, I see arguments like “but its only because a small group of players can do it without healer”. In my opinion that is only partially true. Yes, the elite players can do it. But I was not referring to those (although I know what you mean). I was talking about the healer role in general where they are expected to do every other mechanic, jsut not healing. And this can be seen in any Mythic level.
I agree OP. Tank self-sustain is much too good. Except Druids
But yeah, when everybody heals healers get into a strange situation.
It also causes problems in PvP - tank classes being completely unkillable for melee in RBG’s and things like that.
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