Mythic Plus affixes almost all seem to be designed around screwing over healers.
Bursting: Let's AoE everything down and blame the healer for not being able to out-heal a stacking, percentage-based debuff.
Grevious: Let's stand in mechanics or forget to interrupt, and then blame the healer for yet another stacking damage dot debuff, this time one that only goes away when healed to 90%.
Volcanic: Let's make the healer play dance dance revolution while trying to heal everything else.
Quaking: Let's deal guaranteed damage, AND keep the healer from casting!
Explosive: Let's ignore the orbs, then accuse the healer of being shitty when they can't heal the explosions on top of all of the regular, souped up dungeon mechanics.
Sanguine: Let's have everyone dance in and out of the really nasty red pools so that the healer can't catch a break between pulls.
Necrotic: Let's put a stacking debuff on the tank that they don't even realize until they're at 20% health and can't be healed. . . with a damage dot from necrotic itself.
Raging: Try and keep the tank alive when the DPS pretend that it's opposite day and suddenly you have a 6 stack mob beating on your tank like the wrath of god.
I want to see some affixes designed to punish DPS, not healers for once. Maybe a suppression affix that reduces dps by half unless you stand in some spawned circles. Or one like quaking except instead of damage to you, you're pacified for 10 seconds if you get hit by someone else's circle.
lets take the sharknado boss in freehold.
im gonna stand in that sharknado and dps for as long as my healer can keep me and everyone else alive.
and any good healer will be fine with it.
more dps, things die faster, better chance of completing in time.
of course there are scenarios where the damage taken/damage done ratio aint worth it.
but your attitude is garbage, and wont get you far.
Actually, that's one of the best ways to "carry" a group as a healer, and I've been added so many times by actually nice and good players to play with me again simply because I go out of my way to ensure everyone's gucci.
You're one of those tanks in leveling dungeons who rages when someone pulls a mob.
Unfortunately, such an elitist attitude won't get you that far.
I don't think the game is balanced around pugs.
And there isn't shortage of tanks and healers. There's just an overabundance of dps, because the notion in the community is that dps are absolved from any responsibility. I vented on some other forum how I'm disappointed with having dps barely outdps a tank and deplete a +16 because 2 of them did circa 25k dps each, and people jumped on me that I'm being a dick because if a dps didn't die from stupid shit and wasn't rude, then he's fine.
Nope, sorry, as a dps you're meant to actually do dps, not just move out of the fires and refrain from raging. You are also expected to use your interrupts, cleanses, purges, stuns, defensive cooldowns, offensive cooldowns on dangerous mobs / phases and so forth.
The difficulty is added to everyone, just the community is fast to blame tanks / healers and have elevated expectations towards them, while accepting low standards for dps.
There is a death recap, if you die from standing in corruption puddle or from being eaten by the "chase me ghost", then you should take the blame, not a healer who didn't babysit you through all these mechanics.
In organized group play, you should decide together how much spare healing the team has and whether it's worth getting extra corruption for the dps stats.
You clearly don't understand the ins-and-outs of healing and when it is stressful and when it isn't. I'm guessing that you don't heal. EVER. So please allow me to assist.
High stress for healers: High spike damage, unpredictable spike damage, not being able to cast.
Low stress for healers: Consistent, low hps damage and being able to cast.
So, to counter what you said, a DPS decrease would actually be easier for healers than, say, bursting. Damage on the party would stay consistent, and is MUCH easier than the large hps requirement for multiple stacks of bursting. Or when explosive orbs go off. There is only one mob that I can think of off the top of my head that would make problems harder the longer it is up, and PUG DPS normally ignore it and wipe groups anyways.
You might say, "Get better DPS!" And you would be correct! In the example I gave, a good dps would not have any dps loss, and the fact that you commented at all means you missed the entire point of my post.
What is the point? Easy. For mechanics that are reliant upon good play and organization by the DPS, such as explosive, raging, and bursting, it's the healers who deal with the fallout when mechanics are ignored or failed. And that is bad game design. That means you literally have dps that wander around not realizing that if they don't DPS those bursting orbs, the group is going to wipe. Or that if they don't single target mobs during bursting week that the group is going to wipe. Healers can compensate for some mistakes, but without a cause-and-effect understanding, a lot of dps just aren't going to understand what to do.
I kind of wish we had some basic tank/heal/dps trials with regards to M+ affixes these days.
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Thank you! I get so frustrated when dps don't use stuns or interrupts, especially when it is on a mechanic that will actively kill the group otherwise.
Shit post? Healers are extremely overpowered role wise.
- Bursting: Few people will blame you after repeatedly extending high bursting stacks. On the other hand, it's a good chance for you to practice burst healing. Most bad situations can be saved if you anticipate and prepare for them.
- Grievous: You should have 0 problems healing grievous on everyone. But you have the right to complain that you lose most of your DPS because some damage dealer gets grievous once every 10 seconds.
- Forced movement away from Volcanic, and spell-casting interrupts from Quaking: both become trivial once you get comfortable with the game (learn dungeons, learn your spec, stop tunnel visioning and gain awareness). Very easy to avoid and to play around, with basically no HPS loss. Quaking is annoying for healers who deal damage in melee because healers should give more space to real damage dealers and lose their own DPS.
- Explosives: Few people will blame you even if they die from a single explosion. It's a very fun affix for MW monks and H paladins, as they can solo most of the explosives for the group. Other healer specs may rightfully find it annoying because they are less suited to deal with explosives.
- Sanguine: Whatever. You can keep doing damage and defer healing to a much later time, if no unavoidable incoming damage is anticipated.
- Necrotic: Has nothing to do with healing, and healing will never get blamed. But it's one of the affixes that forces you to learn more of your toolkit (Ring of Peace, Typhoon, Shining Force, and other utility).
- Raging (you meant Bolstering): Few people will blame you for bolstered mobs.
If people keep blaming you for Bolstering, Necrotic, Explosive and extended Bursting - consider joining a different group for the next dungeon. But first, finish the dungeon and try to learn how to carry a group that fails on all of these. If you mostly play a healer and you're not already a rank 1 player, trying to fix the emergency situations is how you learn to be a better player. You do learn a lot this way.
Last edited by ID811717; 2019-11-29 at 08:58 AM.
Last edited by Byleth; 2019-11-29 at 09:04 AM.
Here is something to believe in!
That's a lot of drama and likely a longer run. Why would you punish yourself and the other 3 players in group just because of one bad apple?
I would never hurt myself just so I can hurt someone else.
The optimal solution is to carry the bad player to the end, and never play with them again.
Shaman here. Resto/Ele. Play both as much as each other.
Key is communication. DPS'ing is easier though, no doubt about it, responsibility just isn't as high as healer.
Depending on what week it is before we start i just hit a macro that says something along the lines of. 'Hey everyone, remember this week it's bursting, AOE down and then single target, don't get too many stacks' - Just saying little things like that go a long way.
Re Mojusk above who's talking about not moving out of bad things just so he can continue to DPS, he is the epitome of a bad dps. Probably highest on deaths, lowest on interrupts, most damage taken after a tank and chances are his dps isn't top because of the deaths.
I feel more responsible as dps than anything else really. If I fail I'll blame the healer of course, but if you as dps fail doing the dps you should do, you make it harder for your group.
Damage Dealers are the most important role these days. The more dps, the easier the fight becomes. Corruption is more dps. Most healers won't notice the difference. If someone takes damage, you fucking heal it.
Remember when people funneled gear to tanks back in the day? Hated it. My gear. Dps gear!
https://www.youtube.com/@DoffenGG
Gaming and WoW stuff
Get real. The core discussion is, do you want the GAME ITSELF to tell the group who is to blame. Or do you want the group itself to figure it out.
If the GAME is to babysit you, there are plenty of ways, instant kill a player if enough mistake is made, big ass graphics with a gigantic arrow on top of a DPS that trigger shit.
Otherwise the group is to figure out who to blame, there are 3 dps and 1 healer, what do you think the democratic conclusion is o.O
Taking extra dmg to deal extra dmg is totally fine as long as people dont die, any complains about that are just noise that youre too lazy to heal.
Originally Posted by Blizzard Entertainment