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  1. #1

    M+ affixes. Healers job?

    Inspiring Presence-More healing needed since no CC
    Spiteful Shade - More healing needed since people will get hit no matter what
    Bursting. - More healing needed
    Grieveous. - not more healing per say but hella more stressful healing
    Necrotic. - Not more healing but sort of more healing needed
    Explosive. - If not killed more healing needed.
    Raging. - More healing needed since more dmg taken
    Bolstering. - ^
    Explosive. - Not more healing per say if dealt with properly, but missing one = more healing needed.
    sanguine: - more healing needed since it cant be fully dodged (can but cmon no one does that).
    quaking: - Ok not more healing unless standing in eachother which happens.
    Storming: - more healing needed.

    Wouldnt now be a perfect time to actually add affixes that doesnt punish JUST the healer?



    Spiteful shade would of been a perfect candidate for something like: Whenever any mob dies, it will summon a Spiteful Shade creature nearby that will fixate a random player. Targeted players damaged is reduced by 99% to all targets except Spiteful shade until its defeated.

    Or storming: Getting hit by a Tornado will grant you immunity to damage, but you can also not do damage.

    Most people ignore stuff that only hurts beacuse.. well it only hurts, healer can heal that up... right?.

    So why aren't they adding stuff that isnt only for healers to technically have to deal with the outcome of failing it?
    Last edited by Sunnydee; 2020-08-27 at 08:16 AM.
    Quote Originally Posted by Ulfric Trumpcloak View Post
    People on this site hate everything. Keep that in mind.

  2. #2
    Quote Originally Posted by Sunnydee View Post
    Inspiring Presence-More healing needed since no CC
    Spiteful Shade - More healing needed since people will get hit no matter what
    Bursting. - More healing needed
    Grieveous. - not more healing per say but hella more stressful healing
    Necrotic. - Not more healing but sort of more healing needed
    Explosive. - If not killed more healing needed.
    Raging. - More healing needed since more dmg taken
    Bolstering. - ^
    Explosive. - Not more healing per say if dealt with properly, but missing one = more healing needed.
    sanguine: - more healing needed since it cant be fully dodged (can but cmon no one does that).
    quaking: - Ok not more healing unless standing in eachother which happens.
    Storming: - more healing needed.

    Wouldnt now be a perfect time to actually add affixes that doesnt punish JUST the healer?



    Spiteful shade would of been a perfect candidate for something like: Whenever any mob dies, it will summon a Spiteful Shade creature nearby that will fixate a random player. Targeted players damaged is reduced by 99% to all targets except Spiteful shade.

    Or storming: Getting hit by a Tornado will cause you to take damage and be immune to taking damage, but you can also not do damage.

    Most people ignore stuff that only hurts beacuse.. well it only hurts, healer can heal that up... right?.

    So why arent they adding stuff that isnt only for healers to technically have to deal with the outcome of failing it?
    Inspiring - cc it
    Shade - cc it
    Bursting - dispel it/dont play with idiots
    Grievious- dont let people get stacks
    Necrotic - dont play with idiots
    Explosive - dont play with idiots
    Raging - group iq check (cc dangerous mobs)/ dont play with idiots
    Bolstering- dont play with idiots
    Sanguine - dont play with idiots
    Quaking - dont play with idiots
    Storming - dont play with idiots

    Everything you listed is 100% a team effort.

  3. #3
    Quote Originally Posted by Caerrona View Post
    Inspiring - cc it
    Shade - cc it
    Bursting - dispel it/dont play with idiots
    Grievious- dont let people get stacks
    Necrotic - dont play with idiots
    Explosive - dont play with idiots
    Raging - group iq check (cc dangerous mobs)/ dont play with idiots
    Bolstering- dont play with idiots
    Sanguine - dont play with idiots
    Quaking - dont play with idiots
    Storming - dont play with idiots

    Everything you listed is 100% a team effort.
    Random mobs will be infected by Inspiring Presence and highlighted with a gold glow around their model. Any other creatures within 15 yds will have the Inspired, making them immune to CC effects.

    dont play with idiots is a really bad argument. it still doesnt change the fact that IF failing, it will be the healer that takes the heat.
    And majority of people are pugging, thats like wanting to reduce car crashes... well dont drive near idiots.
    Quote Originally Posted by Ulfric Trumpcloak View Post
    People on this site hate everything. Keep that in mind.

  4. #4
    Quote Originally Posted by Sunnydee View Post
    Random mobs will be infected by Inspiring Presence and highlighted with a gold glow around their model. Any other creatures within 15 yds will have the Inspired, making them immune to CC effects.

    dont play with idiots is a really bad argument. it still doesnt change the fact that IF failing, it will be the healer that takes the heat.
    And majority of people are pugging, thats like wanting to reduce car crashes... well dont drive near idiots.
    The inspiring mob is cc able...................................................................................... ... if its a pack your group cant handle cc it.

    Edit- And no it wont, of some shitter dps stands in shit and dies just leave the key.

  5. #5
    DPS

    Inspiring Presence- Have to DPS specific, and if no CC, have to change approach
    Spiteful Shade - Have to be aware of adds coming towards you and move/change target
    Bursting. - Have to watch debuff and slow dps or single target when too high
    Grieveous. - Might need to pop self heals or protections
    Necrotic. - Nothing relevant to dps unless you want to help CC
    Explosive. - Have to notice and change target ASAP.
    Raging. - Have to potentially save cooldowns and use on big packs, focusing on particular adds
    Bolstering. - Have to potentially save cooldowns for bosses
    sanguine: - Have to be aware of the ground and if melee have to move constantly
    quaking: - Have to be aware of the ground and if ranged have to move constantly
    Storming: - Have to interupt dps rotation and move


    Sure healers have to do more.
    But so do DPS. Infact, for many of them, the healer doesnt have to be MORE unless DPS/Tank doesnt do it right.

    The Tank role would also have things it needs to do different/more/better for every single affix as well.

  6. #6
    Everything falls back to the healer when people fail and the group gets damaged. That's the point of the healer role in the first place. If you play absolutely perfectly, oftentimes you don't even need a healer all that much.

    The responsibility to do things right, is not just on the healer. The responsibility to save the group AFTER it went wrong is mostly on the healer. But that doesn't mean all affixes are the healer's job. The job is to do the affixes right, not to salvage it after ignoring affixes...

  7. #7
    Sounds like you don't like healing, so don't heal?

    Like yeah when people make mistakes it's the healers responsibility to try and save the group if every mechanic was either avoid or you don't deal damage what would healers do? Sure it's annoying when DPS stand in everything, it's also annoying when a healer lets someone die because they want to squeeze out 2k more dps.

    And like others have said... Don't play with bad players? This is why raider.io exists, most people I play with (even pugs) avoid most mechanics and the small damage like standing in 1 tick of sanguine is usually leeched/passively healed back so you don't even need to heal that half the time.

  8. #8
    Quote Originally Posted by matheney2k View Post
    The game forces healers to heal.

    More news at 11 Jim.
    Literally what this guy said. Isn’t a new concept people needing to be healed for fucking up mechanics.

  9. #9
    Quote Originally Posted by Sunnydee View Post
    Game makes no punishing move for the dps to ignore everything and let the healer sit on his ass.
    Said healer could instead focus healing overall to be prepared for a big incoming dmg or dmg a little to speed up the run.
    You need to realize that it always falls back on the healer. For example, let's say there is an affix that debuffs players and reduces their damage by 50%. If dps fail, they get punished and not the healer, right? No because if the dps get punished, then the fights are longer and when the fights are longer there are more mechanics that damage the group and that leads to the healer needing to heal more.

  10. #10
    The Lightbringer msdos's Avatar
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    They're adding a lot more defense to some classes. You could counter the affixes by creating groups that are tanky, like Frost mage, pally, priest, DK and have kyrians also. Just gotta use your brain there bud.

  11. #11
    Healing in dungeons is in a weird place imo. When the group is doing mechanics properly there is nothing to heal, so your job is to dps - which is stupid. On the other hand it is annoying when you have to heal people failing basic mechanics. I feel like there should be much more unavoidable dmg in dungeons and other ways of punishing players that fail.

  12. #12
    Basically, there's two situations:
    1. When everyone knows what they are doing, making the healer job easy and the tank job "boring" (because they stun, interrupt, slow, dispell, help kite, have CDs worked with the tank for big pulls etc)
    2. When dps just know their rotation (if you're lucky) - which applies to most dps. In this case, yes, the tank and healer have to cover for everything. And if the tank is shit too, well... it's all on the healer.

    So there is not one true argument here. But for the majority, yes, they are healer affixes.

  13. #13
    Quote Originally Posted by burek View Post
    Healing in dungeons is in a weird place imo. When the group is doing mechanics properly there is nothing to heal, so your job is to dps - which is stupid. On the other hand it is annoying when you have to heal people failing basic mechanics. I feel like there should be much more unavoidable dmg in dungeons and other ways of punishing players that fail.
    Your suppose to dps in downtime or your just bad simple as that. This isn't 2004. In raids pvp and m+ good healers are separated from the trash by what they do outside of healing.

    Random unavoidable damage all the time doesn't scale, it would either be tuned so low that its irrelevant or would be impossible to do higher keys as the damage would increase by key lvl. Or it would be set to x amount all the time for every key lvl and once again either be tuned super low for people running 5s and be irrelevant for anyone good or be tuned higher and people would struggle with lower keys.

  14. #14
    Quote Originally Posted by Wuusah View Post
    You need to realize that it always falls back on the healer. For example, let's say there is an affix that debuffs players and reduces their damage by 50%. If dps fail, they get punished and not the healer, right? No because if the dps get punished, then the fights are longer and when the fights are longer there are more mechanics that damage the group and that leads to the healer needing to heal more.
    Yeah but at least it will show on their damage meter. And some dps care about that.

  15. #15
    What exactly do you want to be the punishment for failing mechanics? Usually it means damage, worst case death. Do you want a referee to give them penality points to the dps meter like in F1 racing or something?
    You are welcome, Metzen. I hope you won't fuck up my underground expansion idea.

  16. #16
    Well, another Thread here was whining about healers having to do DPS. So I see it as positive that healers get more healing to do, even when the group plays good.

    Honestly at the Moment healers are only needed in certain affixes and if something goes wrong. But in a good group on a high key you won't be healing constantly, since every mistake leads to certain death, regardless of healing. That getting changed in SL is a good thing.

  17. #17
    Quote Originally Posted by Haidaes View Post
    What exactly do you want to be the punishment for failing mechanics? Usually it means damage, worst case death. Do you want a referee to give them penality points to the dps meter like in F1 racing or something?
    They want dps to be "penalized" and the only way to do that is dmg reduction, which also makes the healer work harder in the end anyways.

    Instead of working with the group they want to press a heal button instead of a dps button like it makes any difference unless your staring at your action bar. "Hell yeah i pressed that rejuv soooo hard. Moonfire!? Miss me with that shit."

    Also pure laziness.

  18. #18
    I am Murloc! Asrialol's Avatar
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    I feel like the healers who seem to think most affixes are a healer thing doesn't do serious keys at all. Specially in OP's case, as he seems to think people don't dodge sanguine "at all"... What.

    There's two affixes that are sort of "healer affixes". Bursting and Grieveous. But the DPS / tank are the ones who control these affixes, so they're only "sort of" healer affixes.

    Calling Explosive, Raging, Bolstering, Necrotic a healer affix....? What on earth.
    Hi

  19. #19
    Quote Originally Posted by Asrialol View Post
    I feel like the healers who seem to think most affixes are a healer thing doesn't do serious keys at all. Specially in OP's case, as he seems to think people don't dodge sanguine "at all"... What.

    There's two affixes that are sort of "healer affixes". Bursting and Grieveous. But the DPS / tank are the ones who control these affixes, so they're only "sort of" healer affixes.

    Calling Explosive, Raging, Bolstering, Necrotic a healer affix....? What on earth.
    Especially explosive is just DPS frantically trying to play what-a-mole with non-stop spawning orbs, especially the ones that spawn near healers that tend to stand away from the group. It's also not like you can miss alot of them as they will nuke your group in the blink of an eye if you mess up.

    Necrotic is a tank and healer affix though, the only interaction a DPS has here is to throw down some CC if the tank requests it.
    You are welcome, Metzen. I hope you won't fuck up my underground expansion idea.

  20. #20
    Quote Originally Posted by Haidaes View Post
    Especially explosive is just DPS frantically trying to play what-a-mole with non-stop spawning orbs, especially the ones that spawn near healers that tend to stand away from the group. It's also not like you can miss alot of them as they will nuke your group in the blink of an eye if you mess up.

    Necrotic is a tank and healer affix though, the only interaction a DPS has here is to throw down some CC if the tank requests it.
    Necrotic has nothing to doing with healing, in fact its the exact opposite as it actively devalues healing. Its everyone's responsibility to help the tank kite if they need it and the tanks responsibility not to get 50 stacks and insta die.

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