Tanks need to be somewhat OP if you want people to play them again

I think all 4 of those are fantastic ideas Nellja. Credit given when credit is due.

Not S2 (Exodia Comp). That one was a disaster.

S3 however was praised as a success for 2 reasons:

  • First : Its the ONLY season in history that actually saw an increase in runs. Usually, the most runs are done in S1, S2 has less, S3 even less … and so on … And that is normal. Well not S3 of DF. That one saw an INCREASE in participation numbers.
  • Second: It is the ONLY season where some of the people that usually did not push keys actually tried to push keys. And some actually enjoyed it. Which increased the pool of players in keys >20, making the bracket of keys between 20 and 0.1% much more enjoyable, increasing players… so on… A positive feedback loop.

And that is why S3 of DF was praised as such a success.

You forget that DF came after SL. Many burned out people and ZERO hipe for the expansion. DF was a “damage controll expansion”. TWW had a huge hipe though. That is a factor.

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Tbh every tank needs a passive that gives them like 1.5s of 80% physical damage reduction against a mob once that mob enters combat with the tank.

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Doesn’t matter. It uses the starting point of the season as 0-point.

Good point.

Either way, I am afraid that judging the overall statistics forces you to leave out a lot of important points.

That 6% difference you mention in week 16 between S1 of DF and S1 of TWW needs to be explained.

Because if that data implies that keys 1-10 keep the same player numbers, but keys 10 to 20 are where that 6% drop originates, it gives you a ton of information. And I suspect that Dejarous and others are implying what I say there.

What it basically means is that difficulty ends at 10+. Nobody is doing 11+ and above. Which is not the case for other seasons.

And that is important to know why they are not playing. Because those individuals are the most dedicated players in M+.

One of the seasons in Shadowlands had something similar. I think it was S2, where you could collect different anima powers by defeating mini-bosses, and one of them would let tanks pick up this:

Made it incredibly smooth to set up pulls.

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Every tank should have a passive like Crumbling Bulwark.

That looks like a cool thing to have. And I like it.

Because as a healer the most frustrating part of healing tanks is the beginning of the pull. Because some tanks get 1 or 2 shot and there is NOTHING I can do about it.

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