Originally Posted by
Darsithis
Why? By their very nature a tank or a healer isn't someone who can "brawl" with someone else. How could a "healing-only" fight even work? Stand there and spam flash heal until either they die of exhaustion or you run out of mana?
That's being fixed in this next patch. You can queue as a healer but pick dps as the gear to drop, if anything drops. Problem solved.
I like, and agree, with their explanation here. More LFR & scenarios along with more lore, dallies, and world bosses is a good trade-off for a dungeon or two
What troubles? You're the first person I've ever heard of quitting raiding over the idea that thunderforged items were added. Really, you're only shooting yourself in the foot and your team. Not Blizzard
They're fixing that by changing the cost to 250 instead of 750 per upgrade. Problem solved
They're not fillers. Besides a huge part of the lore there is a ton more content in MoP than any previous expansion. There is pet battles. Scenarios. Challenge modes, LFR...and far more LFR's than in Cata, when it was introduced. World bosses. Rare mobs that drop awesome & fun stuff. A mount you can raise yourself! New tameable pets! And by the way, dailies are not mandatory! I barely do them anymore unless I feel the need for runes or want to see that unopened area or the quest that I've never seen before.
There are a few scenarios that can be difficult if the group doesn't have a healer or a tank, that is true. But they don't lack gameplay or strategy. They're quick, fun, and interesting stories that can be played out with 3 people of any spec and any class for a small reward for your time invested. They're perfect for the most casual of player AND a great way to introduce (as they did with IoT), semi-challenging questlines that are instanced for you to really feel immersed