So I was wondering would tanks be okay if say healers did more damage than tanks, and tanks did around the same damage healers do right now so healers are not sidelined in the speed running meta?
I ask because I said overall this would be a messed up nerf, but was wondering if others felt the same.
Edit: I agree adjustments do have to be made but I just don't see what really could be done that really solves the core issue healers have atm which is engagement that does not ripple into lower end content.
Personally I think having such wide access to in combat raises does add to trivialize content at times, and I do think overall tanks do have far too high sustain. Just idk if adjusting that would bolster the healing role per-se or just make it more stressful for many players because that is a sudden responsibility shift that has not been present in the game for a long time.
What suggestions does the tanking community have that could increase the overall enjoy and engagement with healers without impacting tanks that much.
Quote:
引用元:Turtledeluxe
Tanks getting nerfed is not suffering. Nerfs happen all the time. In every game. Throughout all time.
And as you are surely well aware, particular tanks are overtuned for all content. Yes, all content across all difficulty levels. It's beyond a balance problem. It's actually a joke.
And someone also generously provided an example of WoW devs achieving this very thing without destroying the game. They just heard the feedback and agreed and said enough.
Quote:
引用元:Aravell
Honestly, to achieve healthy balance, the tanks do require a nerf in some aspect.
We can see the trinity as 3 different aspects: Damage, Healing and Mitigation. Healers are proficient in both healing and mitigation, therefore they deal less damage, this is fine and understandable. DPS specialise in dealing damage, therefore they have limited healing and mitigation, this is also understandable. But now we come to tanks, they're proficient in mitigation and they have some healing and damage, therefore if they want to dip further into healing, they have to either give up some damage or mitigation.
That's just the baseline for healthy balance in a trinity game.
Some views from the thread, what would tanks do to address these concerns, or be willing to give up for the sake of balance.
Continue reading...
I ask because I said overall this would be a messed up nerf, but was wondering if others felt the same.
Edit: I agree adjustments do have to be made but I just don't see what really could be done that really solves the core issue healers have atm which is engagement that does not ripple into lower end content.
Personally I think having such wide access to in combat raises does add to trivialize content at times, and I do think overall tanks do have far too high sustain. Just idk if adjusting that would bolster the healing role per-se or just make it more stressful for many players because that is a sudden responsibility shift that has not been present in the game for a long time.
What suggestions does the tanking community have that could increase the overall enjoy and engagement with healers without impacting tanks that much.
Quote:
引用元:Turtledeluxe

Tanks getting nerfed is not suffering. Nerfs happen all the time. In every game. Throughout all time.
And as you are surely well aware, particular tanks are overtuned for all content. Yes, all content across all difficulty levels. It's beyond a balance problem. It's actually a joke.
And someone also generously provided an example of WoW devs achieving this very thing without destroying the game. They just heard the feedback and agreed and said enough.
Quote:
引用元:Aravell

Honestly, to achieve healthy balance, the tanks do require a nerf in some aspect.
We can see the trinity as 3 different aspects: Damage, Healing and Mitigation. Healers are proficient in both healing and mitigation, therefore they deal less damage, this is fine and understandable. DPS specialise in dealing damage, therefore they have limited healing and mitigation, this is also understandable. But now we come to tanks, they're proficient in mitigation and they have some healing and damage, therefore if they want to dip further into healing, they have to either give up some damage or mitigation.
That's just the baseline for healthy balance in a trinity game.
Some views from the thread, what would tanks do to address these concerns, or be willing to give up for the sake of balance.
Continue reading...