A Tank didn’t make an interrupt ? Healer have to push hard and heal him. A Dps didn’t make a CC ? Healer have to push hard and heal him. A Tank didn’t use a defensive ? Healer have to push hard and heal him. A dps didn’t care where he stood ? Healer have to push hard and heal him !
This is %100 Idiotic design !
Are Blizz designers aware this type of “logic” does not give “NO” responsibility on team to do things right ? There is only 1 “scapegoat” in the game right now, and that is the HEALER !
Why not use your smart minds and simply think of things like:
1- You missed that interrupt ? Hey… Your damage will be debuffed %50 for 1 min now you lazy pinky poe !
2- You didn’t use a defensive ? You will move %25 slower you big chunk of metal !
3- You didn’t stand where you supposed to be ? You won’t be able to use your BIG CD for 2 minutes now you pokemon !
and so on !
WHY NOT PUNISH THE PLAYER WHO DIDN’T DO THE THING ?
WHY PUNISH THE HEALER ALWAYS ?
This is literally brain dead… A 1st Grader School Kid could have seen this coming but not Blizzard.
It’s not. Out of the last 100 runs I’ve done this season I probably remember one or two situations where anyone blamed the healer. Either you’re exaggerating or you’re just extremely bad and the game and it IS your fault (If you even do play heal)
well, that was your suggestion to debuff the healer and not mine. and now you are blaming “my” logic which was your suggestion at the first place ? pff.
are you trying to comprehend what i am pointing out here or are you trying just to “win” an argument by dragging it to sewers ?
This is what you originally posted? Or are you a 10 second Tom?
1- You missed that interrupt ? Hey… Your damage will be debuffed %50 for 1 min now you lazy pinky poe !
2- You didn’t use a defensive ? You will move %25 slower you big chunk of metal !
3- You didn’t stand where you supposed to be ? You won’t be able to use your BIG CD for 2 minutes now you pokemon !
if you want a TLDR answer : it is everybody else fault and not yours according to 90 percent of playerbase where people fail to look at their faults and instead will either blame team mates or blizzard for their matter
They may not be ideal. I am not a game designer here. I am trying to point out, the only outcome of the mistakes in the game show up as “HP loss” on players and that only affects the gameplay of Healer in the end. Who has to carry more stress, more burden just cause there ain’t no other outcome on the gameplay of the players who didn’t do their thing !
i am not responsible to find things out. just making a point and an idea here.
you can come up with better suggestions if you understood it. and not try to sink the ship.
This is a relic from the the first iterations of the game (Vanilla, TBC and WotLK) when damage from mistakes was not always lethal, when healer mana was a very limiting factor and played the role of how many mistakes are allowed from the group in general instead of timers (enrage or M+ ones) and when even non-healers were punished for their mistakes by requiring them to spend time sitting down and drinking instead of being able to continue attacking their next target.
It has been largely “fixed” by changing the punishment for quite some of these mechanics with instant death or unhealable damage. But it’s still not ideal, neither for healers nor for non-healers.
That’s the concept behind group content anyway. Personal mistakes are also group mistakes. You can make it so that if one player fails then only that player is punished, but that in turn means that the whole group will suffer some consequences, mainly in the form of the dungeon run taking longer (and missing the timer if many such mistakes accumulate) or the boss fight lasting longer (and dying at the enrage timer if many such mistakes accumulate)
Now mobs live longer= healer needs to heal for longer and potentially heal through another difficult uninterruptible AOE pulse, therefore still a healer issue.
More difficult for them to move out of stuff > high chance of getting hit by stuff on the ground = healer needs to heal them, if they get oneshot, read point 1 for the result.
the outcomes will always have effects on the party/raid of course. it is still can be arranged with new ideas so that the one who made the mistake feels it most on their gameplay, and not only the healer.
as a result of this “hp loss” logic, healers had to be stronger and stronger every day too ! it is exactly why, your health pools are jumping up and down like equalisers in an instance ! cause there is nothing else than hp dance in an instance.
again, just making ideas here, instead of hitting tons of damage, NPC can fixate a player and stun/banish etc. them if… i don’t know, if they don’t kite them ? if they don’t slow them ? stun them ? interrupt them ? burst down and kill them ?
on an earlier reply, i told that i am not a game designer. it’s their job to find out “different outcomes”. the only outcome is hp loss. and it’s come to a senseless point where the HP bars of players dancing like equalisers in instances.
let me improve my idea then, then maybe you understand that it is always fixable !
An NPC fixates on a DPS, if that DPS does not CC/Kite/Interrupt whatsoever that NPC, the DPS will be Banished for 30 seconds ! And, the rest of the party gets a %10 Damage Buff ! So that ONLY that DPS feels the outcome and not the party ?
This idea can suck too ! But the thing is, HP loss must not be the only outcome !
My reply to you was not meant to flame your solutions. What I was trying to point out is that it is virtually impossible to “punish” dps for messing up without in turn also punishing the healer.
I would be all for such measures if there were any, but I can’t think of any myself either.
On paper this does seem like something that could work, with some numbers tweaking ofcourse. However I foresee an upcoming meta where a dps gets themselves banished on purpose so the dps with huge burst can send their CDs in that window and do massive dps, just as example.
And sure at first thats something only for organized groups but we both know how fast that stuff trickles down to the pugging scene and before you know it you’re getting kicked for refusing to get banished in favor of the arcane mage for example.
Right now healer has to heal through it. I agree with OP it is stupid design. They should apply damage reduction if people don’t do mechanics and take avoidable damage.
Also needs more one shots if defensives aren’t used before the damage coming. People literally have addon that says “AOE” what do they do when they hear it? Nothing. You have to press a defensive if you hear that. The game is extremely easy. They should make it so that if a dps didn’t use their defensives 5 times, you can’t progress the key anymore and it teleports you out.(no trolling).
Nowadays only high end pvp people have any skill left in the game. And like 30% of title from m+. Yet look at everyone’s ego, even on this forum.
Boss lasts longer, healer has to heal through “stuff” for longer.
Oh you’re slower, can’t get outta bad things, you’ll take more damage. Or can’t get past patrols you’ll butt pull or take longer to get to the next pack and make it last longer
See 1 and 2.
Anything that goes wrong will impact the healer to a degree, it’ll just move from direct to indirect.
I get what you’re saying but your approach sounds like a CHATgpt promt that starts with “I’m trying to piss of as many people as possible, design stuff”
Affixes focusing on individual mastery would work well potentially. So when you do a mechanic well you get buffed and the one who didnt neither gets buffed nor debuffed. But that means a bit of an overhaul to the current approach.