Didnt notice getting tank or a healer to a group to be that hard. Sometimes you need just wait a bit but not often and long. Actually i play as DPS but was hard tanking on the past and healer at the S1/S2 SL. Done all KSM as nonguilded casual. I dont see this as big problem.
Curoar, Arms Warrior of 15 years.
Everything is give and take, i have expectations regarding my own personal ability and work to improve it. Some say my own job is stressful but i enjoy the pressure that these situations present me and why i would still be raiding mythic if it was not locked to a set time every week, its why people go to high League ranks or SC2 or a high ELO in various fighting games. I would hope you would not assume i am toxic to players because i am not at all they are there helping me get my goals accomplished that is it, think of it like when you join a random group in LoL or Fortnite.
Can't solve the shortage of tanks or healers. And this idea that there is a solution is absurd. Tanks and healers are under constant strain whether it being in M+ or raids. M+ i find more so than raids. If the tank isn't pulling fast enough or going their route they get flamed upon. And healers for trying to correct others stupidity like dps for not doing the bare minimum of interrupting a mob that will eat away 40% (just an estimate) while they're at 15% health or a myriad of other things. Maybe if people were less toxic assholes then it could possibly be a way for people to continue tanking or healing.
I suppose it sort of felt that way when I started doing keys- but it didn't take long until I was basically ignoring the timer if the key was below +15.
Perhaps to put my point in a different way for people that psych themselves out over the timer: in my experience, most groups (again, not pushing high keys) don't play the dungeon all that much differently than a group doing an un-timed dungeon. Heck, a lot of the time it's less hectic because you don't have an overgeared tank trying to pull half the dungeon or something (and DPS are a lot less likely to be off pulling extra mobs themselves). Sure, there are places some groups might make big pulls, and you generally get into the habit of starting to move towards the next set of mobs, and it's generally expected that unless you have something to communicate, the next pack is getting pulled quickly- but people have been complaining about "gogogo" dungeon runs since at least Wrath.
- - - Updated - - -
Tbh, I find a lot more toxicity in Heroic/Mythic dungeons than I do in M+- at least in the gear progression range- not pushing high keys where speed and route are much more critical.
"We must make our choice. We may have democracy, or we may have wealth concentrated in the hands of a few, but we can't have both."
-Louis Brandeis
...sigh. This shit again. Let's back this up, shall we?
My argument from the beginning is that this "problem" is inherent to the DNA of the game itself. (Problem in quotations because it's not a problem.) It's so integral to the game's DNA that there's no real solution (outside of incentivizing the roles) which doesn't ultimately stop making the game what it is. And it's unfair to put the onus on the devs of DF in particular to "solve" an issue that has no solution.
Nobody is misunderstanding you. It's the same game you always play over and over and over again:
1. You declare the problem infeasible to be solved by solutions A, B, and C.
2. Someone says "What about D, E, or F?"
3. You say "I already dispensed with the notion that this problem can be solved when I refuted A, B, and C!"
I didn't say that we should change the number of tank or healers specs, but your only refutation to anything I say is refuting solutions I never proposed. It's like I proposed ibuprofen to take down a fever and you said "I already explained how rubbing shit on your face won't fix the fever, so there is no reason for me to consider your solution!" It doesn't follow, and it is a really obnoxious, condescending, grating, and unconstructive game that you never seem to tire of playing.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Lilithvia Thread Directory| Go Utes!
Lilithvia Thread Directory| Go Utes!
HotS never reached acceptance. The very thing you claim made it "a blast" was part of the reason it failed. The focus on making a MOBA that was accessible made the competitive viewing experience dull as fuck. HotS always felt like "Baby's First MOBA" with many of the genre's staples like last hitting being removed, build paths largely being completely irrelevant, removing a lot of the PvE elements (ie, the jungle as you said) and (worst of all) the inability to carry a game due to shared experience. The game did have some small facets of skill expression (probably more than in something like WoW) but the dumbed-down technical aspects made the game far, far less interesting in competitive play.
Last edited by Relapses; 2022-10-23 at 12:29 AM.
Lilithvia Thread Directory| Go Utes!
"I already disregarded solutions A, B, and C, none of which you actually proposed, so now I can pretend no other solutions exist!"
And round and round and round we go, the game never ends. Even now, instead of discussing potential solutions, we are having the usual meta-conversation you love to have instead.
"stop puting you idiotic liberal words into my mouth"
-ynnady
Whether or not you meant it to, this comes across as incredibly toxic. People don’t “want” to play those roles because of a combination of game issues (not fun/interesting) and people issues (toxic behavior etc). Role a tank and go into a mythic+ not having spent time researching the routes and mechanics. The reaction is generally not helpful, and why does the game require so much research in the first place.