Ah yes, let's usher in the age of the MMO-C gaming keyboard.
Ah yes, let's usher in the age of the MMO-C gaming keyboard.
I think this is the most ridiculous thread I've ever seen. Are you seriously whining about doing a healers job? If people are standing in crap in your 5 man group, why don't you just say something to them? Or keep letting them die to avoidable damage until they say something, then tell them you can't heal stupid. The fix to this isn't specified mechanics, It's communication in a group game
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Not whining about doing a healers job, I am saying that the difference between a good group and a bad group much of the responsibility of managing to finish it relies on the healer simply healing more. If a group fails because they aren't interrupting/stunning and take too much damage they don't say "oh we should do a better job of interrupting/stunning" they say "that healer sucked".
I mean even on a basic level, the games UI doesn't support the ability to coordinate interrupts/cc natively which is beyond ridiculous
People are overly hostile, as you have just performed. You answered your own questions without even realizing it. Mainly because you seem the type of person that has no general self awareness.
I know it seems like group game and communication are mutually conclusive. They aren't.
Quoting Robin Williams -Sorry, you aren't. Sorry, you are. And have a good day 25 post alt that only gets on to shit post.You think, being an asshole is the only way to get things done.
Easiest way would be for them to add non-dispellable stuns for standing in bad stuff and then lower the AoE/incidental damage.
Then the healer would still be needed - since damage is still going out and the single target damage going to the tank isn't any less.
That said depending on how they implemented it it could be a giant cluster fuck. Think about those naga witches in EoA where they cast polymorph fish. Their regular cast isn't super damaging, but the polymorph is painful all around if it gets off. As such you're really best making sure one to two people share the job of snagging that. If on the other hand every ice lance they did was random targeted and applied a 2s stun off the DR then it becomes far too punishing a move and if you screw up it's pretty much a wipe.
In other words it would make sense more as a boss mechanic than one for trash - having multiple interruptable casts going out that stun random group members.
Anyway, sorry no one talks in your runs. On the plus side though you've got an interrupt and a single-target stun as a holy-din, so at least there are two CDs you can monitor.
So you wish to fundamentally change the way players in WoW approach the game? I think if you said something to the effect of, "I don't feel like healing you through stupid so don't stand in shit if you want to live," at the beginning of every PuG you healed, it'd far more effective than whining about the unwashed masses' general ineptitude.
I wish I had an answer for this as well. When pug DPS screw up and focus on their meters, it's the healer who has to bail them out or the healer is blamed. There's no good way I know of to show when DPS are being bad, taking unnecessary damage and not interrupting, and how hard the healer has to work to make the dungeon run work.
One of the things I find funny or interesting is that your average PuG PVPer (random BG) will interrupt every cast they are able to, while the majority of pug PVEers (random dungeon) will never use their interrupt. Same goes for standing in fire. PVPer moves out of everything that hurts where it's not uncommon for PVEers to just stand there and fry.
"Take the time to sit down and talk with your adversaries. You will learn something, and they will learn something from you. When two enemies are talking, they are not fighting. It's when the talking ceases that the ground becomes fertile for violence. So keep the conversation going."
~ Daryl Davis
They are if you take the effort. I didn't have any questions really. You may be reading hostility, but it isn't there. exasperation maybe, but no hostility. and I just don't post often, I lurk more often than anything else. Internet is already anonymous enough, why would I need to make an alt account to post?
Thank you for taking time to respond though.
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So basically someone told you that you sucked at healing even though they were causing wipes by standing in stupid stuff and you let it get under your skin. Chalk it up to a bad group and move on. The fix to this doesn't lie in the dungeons themselves, but you taking the time to network with the good people to come across so you don't have to pug, you just run with friends who used to be pugs.
I think you're missing the point of being a healer. Being a healer has nothing to do with the your HPS, and it has everything to do with understanding your group and eventually predicting (correctly) when to use your defensive cooldowns. You learn as the dungeon goes on, and the best healers adapt.
Nobody has told me I sucked at healing actually. I do know that it happens though. I am a perfectionist though and hate thinking that if maybe I had popped Avenging Wrath before casting Holy Shock because I knew that a bit more burst was coming then that person wouldn't have died to the interruptable damage. I know I can improve, I am not delusional I just hate that the current method of punishing groups tends to punish healers more than anything else.
I cited HPS as it is the only decent metric we have to show how much damage the group took for us to heal. Assuming both groups clear a dungeon and performed similarly they should take similar damage over time. The fact that you can take double (and even more) the amount of damage shows the disparity involved.
Oh the player died to damage. Why didn't you heal him, healer? Outside of mechanics that 1 shot you, it is often a "lack of healing enough".
Bad groups suck for everybody dude, healers aren't special in that. While we're at it why don't we find some way to punish tanks who can't keep threat or position correctly, and punish healers who can't heal through avoidable damage. I'm wondering how you measure that it's more punishing for you as a healer than anyone else, other than personal opinion.
and also, you should learn from that as well, maybe you should have avenging wrathed instead of leaving it on cd, or maybe if I die to unavoidable damage, I should have popped a personal cooldown on unavoidable damage in order to survive instead of just relying on the healer, sure, you might bear some responsibility for a rough run if you didn't use everything perfectly, but it's more on the fault of the people that aren't following basic mechanics.
Last edited by Scathan; 2016-10-10 at 06:25 AM.
One amazing thing that Wildstar did was introduce MOOs(Moment of opportunity). Whenever a mob was interrupted, that mob would take 50% increased damage for 5 seconds. Such a tiny and simple mechanic adds so much the the game. You and your group are immediately rewarded for doing the right thing. It's clear that interrupting is a very good thing and it will increase your damage. It also helped that pretty much EVERY cast in that game was deadly, so people learned quick to interrupt.
Interrupting was so fundamental that interrupting rotations had to be established. The system was designed such that most of the time you need more than 1 person to interrupt a single spell casy, and different classes had different interrupts/cool downs. It required a level of communication that just doesn't exist in WoW dungeons. "Group 1 have interrupts?".. "No..".. "Okay group 3 take the next cast, group 2 takes the one after". This is just in 5 man dungeons btw.
The real genius was that when a mob had an active MOO, your damage numbers change to purple. You can immediately see that you're doing more damage and that is highlighted with purple text.
Last edited by Thermor; 2016-10-10 at 06:31 AM.