World of Warcraft’s design philosophy for tanks and healers in Legion

    
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World of Warcraft’s design philosophy for tanks and healers in Legion

Good news, World of Warcraft tanks – you’ll be taking more damage in Legion! And that really could be the good news, depending upon how you look at a lengthy diatribe about the philosophy of tanking and healing in the next expansion. The designers note that there was a consistent issue in most content of tanks being almost completely self-sufficient in dungeons, with healers only needing to occasionally heal the tank and any damage needing to reach absurd levels to actually threaten the tank. This also meant that anything breaking away from the tank would usually kill a healer or DPS in one or two shots due to damage scaling.

The result is something of a paradigm overhaul, with tanks taking more damage and active mitigation being toned down while enemy damage is also toned down on a whole. So tanks will be taking more damage, but the end result will likely be an environment where healers have reason to heal more, tanks aren’t purely ironclad damage sponges, and everything undergoes a subtle paradigm shift until the next expansion shifts it again.

Source: Official Site; thanks to Omedon for the tip!

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KayleeBlair
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KayleeBlair

Tamanous Higgens Exactly. Right now, DPS and tanks do all kinds of blatantly stupid things assuming healers will just be amazing and take care of it. Don’t label a healer shitty when people are taking tons of avoidable damage – pin that ribbon where it belongs.  New instances without being over geared with raid drops are always hardest for healers – if the dps/tanks stand in derp and neglect their survivability CDs, it SHOULD be too hard to plaster over with a healer.

Higgens
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Higgens

_rived_ Higgens The concern is about random grouping, not organized content. Why will I or and decently geared/skilled tank go into a group with no control over the healer when it may result in failure?

In raids or guild 5 mans, this is of zero concern. I predict massive Q times then an eventual nerf. We saw the same effect with Cata heroics in the start of Cata. THey were too hard for rtandom groups, participation of tanks and healer went to shit, people bitched all over the place nerfs happened. The problem was, they tried to go back to paradigm they had trained the players away from. 

Mark my words this will be a disaster in LFR and 5 mans.

_rived_
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_rived_

Higgens “I do not want to be gimped by shitty heals.”

Isn’t that he whole point tho, to work together to succeed. Its not supposed to be a one man show

MikeMinier
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MikeMinier

Omedon Serrenity MikeMinier My apologies for coming off sounding elitist.  I really should have used the word knowledge instead of skill.  Know your class.  Know how to play to it’s strengths, and compensate it’s weaknesses.
Above all that though, watch a Youtube video.  Read a quick online strategy for the dungeon/raid you are about to enter.  These are always available before the dungeon/raid is released these days.  At the very least read the in game Adventure Journal for that dungeon.  We tank’s certainly have to do this, so why shouldn’t everyone?
Tanks have always had the weight of the dungeon/raid thrust on our shoulders.  As I said before, this is a burden we gladly carry.  We are constantly asking ourselves, even on success, “What can we do better?”.  It would simply make our load a little lighter, and make it much more enjoyable for the group as a whole, if more people came prepared.
Also myself, and my entire guild, are “filthy casuals”.  I think all but a few of our core group work full time jobs, have families, etc.  We raid 2 nights a week, for 2-3 hours.  We have made AotC for all 3 raids released this expansion, despite limited playtime.  Casual should not equal lack of knowledge.  That is the problem with the culture that WoW has.

quark1020
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quark1020

Higgens quark1020 TrippinNinja Perhaps, but that can be done by tuning the raid itself instead of player stats. It would depends on what you want out of the raid, but that’s a conversation for another article/post.

DugFromTheEarth
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DugFromTheEarth

Greaterdivinity Tamanous I almost wish that the “harder” modes for dungeons, rather than requiring better gear, required all of what you listed above. Let the normal runs be “mass aoe arcade kill fests”, and let the more challenging stuff require the CC coordination, kill orders, and teamwork.

Omedon
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Omedon

Serrenity MikeMinier I think a lot of his direction and argument would make a lot more sense if he substituted “lack of skill” with “knowledge of their options and what they should be expected to tolerate to keep them in WoW and not somewhere else.”

It’s not that people aren’t “skilled,” it’s that it’s a game among many now, and one game telling them “you must be this good” makes players wait for powercreep or go to another game in the meantime.

That’s what we’ll be doing anyway.  If things are unreasonable at launch, we’ll do the overworld, and DPS in dungeons (with tank/healer loot specs active) until the powercreep catches up with our far more reasonable comfort zone.

Heck, you can almost see an intended pattern there in the “these players will be in queue now, and these later” sense.

Serrenity
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Serrenity

Greaterdivinity Tamanous Really, why can’t there be both?  The best of both worlds

Serrenity
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Serrenity

MikeMinier “Sadly, most players are not skilled enough, and are unwilling or unable to get any better.”  
Doesn’t this read to you like a bit of an elitist statement?  I mean, I feel like this is just a short hop from the “filthy casuals” mindset.

Serrenity
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Serrenity

Bingin Serrenity Greaterdivinity I don’t think having DPS settings between “0” and “Everything you’ve got all the time” is bad or boring game design.  My job as a DPS was do as much damage as possible while treading a very fine line with not pulling aggro.  A good Dmg-based player used to be measure by more than his Recount numbers.  When I first starting playing, making sure you didn’t pull aggro was a HUGE deal.  Now it doesn’t matter.  You just got balls to the wall all the time — there’s no finesse or strategy to that.  It’s dropping the nuke in every single situation.  
When I first started playing, Omen was required for me.  If I pulled aggro on a mob or a boss in a dungeon, it was bad. So I would DPS till I got close and back it down and back up and back it down.  
I dunno, maybe I wrong but I found that be a lot more fun than at my skill bar spamming keys to make sure I got my ability off the exact second it came off GCD because my DPS might dip and I might get booted if I missed it too many times.