
Originally Posted by
Malkiah
my issue with active mitigation isn't even with the thing itself, it's with the broader scope of what it represents in something that has been an increasing part of the group/raid design in wow: everything is implemented in such a way where it's either perfect execution = win, or it's mistake = fail, and there is a constantly shrinking window of opportunity for recovery within the design space.
so you have a raid boss... or an M+ boss, or even a trash mob, whatever, and the strength of its damage output is enough to kill a tank without outside healing.
ok so then you have tanks and their passive mitigation, and that is X% higher than not-tank passive mitigation, or even active mitigation.
but now you put active mitigation on top of that, and we loop back to the first line where mob damage output has to be enough to kill a tank who have active mitigation without outside healing, and that basically means it one-shots anything that isn't a tank with active mitigation.
so your tank dies, and that's just it... wipe. no opportunity for recovery, no window for having a mistake and overcoming it.
i don't like a game design space where the ability to stumble but then recover has been removed, i personally am not a fan of perfect execution of a predetermined sequence being the only viable path to victory. there's a reason i like action RPG games and not DDR.
so, i think AM is bad because it contributes to an escalating game play where you can't have a hiccup without it resulting in complete failure.
obviously, i mean that generally speaking... of course there are times and situations where a tank dies or a healer dies or whatever and you manage to finish off the encounter. but a dps dying is manageable, a healer dying can be compensated by the right classes, but if your tank dies when a boss is at 50% you are not going to kill that boss, period, and a tank is the only class where that outcome is basically assured.
if AM didn't exist and the gap between tank and not-tank mitigation were closer (and if dps defensives didn't generally completely suck) you could have more chances to swing a stumble into a win, and i'd like to see more of that in general.