Con todo lo que está pasando en esta Red social estos días y con como pasé yo la noche de ayer recordando cosas que no deben recordarse solo quiero deciros a todos mis moots que os quiero muchísimo y que os merecéis lo mejor. Si alguna vez necesitáis hablar podéis contar conmigo
If you think that killing the boss in 100 less pulls than other guilds was only achieved because boomie and me already killed the boss, you are just looking for excuses for why your guild isn't performing that well.
How to fix M+ tuning:
General Changes
- Nerf initial scaling of +12s, there shouldn’t be such a massive gap between 11->12 it’s discouraging a lot of people from pushing keys who usually would.
- Fix the bugs with players uncontrollably pulling out of combat mobs with certain hero talents or spells (especially mages)
Mists of Tirna Scithe
- Fix the visual bugs on last boss with all the invisible pools that drop.
- Nerf the first boss by decreasing the tree health or increasing the bosses damage taken during the amp.
- Reduce the damage of anima slashes for tanks and the unavoidable Expel casts for ranged.
Necrotic Wake
- Reduce the AoE damage of the gatekeepers Wrath of Zolramus cast, or increase the time between casts.
- Reduce Blightbone’s heave wretch initial damage.
- Reduce the bleed frequency or damage on Stitchflesh
Siege of Boralus
- First boss increase timer of bombs.
- Reduce damage of azerite charge initial hit.
- Lower the amount of bananas monkeys drop
- Reduce initial damage of putrid waters on last boss
Grim Batol
- Reduce shadowflame slash damage
- Lower the healing absorb from curses or make the warlocks cast them less frequently
- Fix blinds and immunes from causing the adds on 3rd boss to refixate
Dawn breaker
- Remove mobs around the AoE ticking damage mini boss by the house on the hill to prevent accidental pulling
- Reduce damage of the DoT on all the mini bosses to help make overlaps less extreme for the one player with the DoT
- Reduce damage of the mini boss before last boss, the double debuff he puts out is way too punishing, esp if you aren’t perfectly pre positioned away from your teammates
Ara-Kara
- Fix immunities not working on poison clouds dropped by mini boss
- Make first boss logic of eating adds more consistent
- Fix tank threat drop issue when rooted by black bloods in final boss room
Stonevault
- Reduce DoT damage of curses or frequency it is cast
- Reduce distance traveled by the blue arrow frontal mobs in last boss area, also update visual to be more clear
- Increase cast time of totems slightly in last boss area
- Reduce ramping speed of the DoT on last boss
City of Threads
- Make stun balls on first boss/trash NOT purple so you can actually see them
- Reduce the RP by auto triggering the Advisor guy to open the gate after you kill the last servant. Then have the two bosses both already active once the wall drops
- Reduce frost rime initial hit damage
- Reduce healing absorbs from soaking orbs on Coag boss
- Reduce initial hit from last boss and trash’s Umbral Weave / Slam
Healers are becoming scarce in Dragonflight and I’d like to share some thoughts on this issue before TWW. This tweet will focus on how to help the M+ healing issues as raid healing has its own set of issues.
1. Prune mob abilities. Dungeon trash mechanics are flush with interrupt/stop requirements and it’s too punishing for pugging right now. Coordination levels are frustratingly high and missed kicks/stops are often fatal at most key levels. Mob abilities need to be pruned in general as M+ has always been more fun when you can pull bigger, rather than being forced to pull pack by pack cuz you’re not in an extremely coordinated group. Putting more of a focus back on throughput and pumping damage instead of kicks and stops will be more fun for everyone and will lighten the load on healers in pugs drastically.
2. Increase healing power (esp spot healing) and buff mana regen drastically. Community surveys and polls have shown that mana management is not engaging gameplay for most healing specs, especially in m+ where you have to be pressing buttons for 30 minutes straight. Every time there was a mana return affix of some kind it felt SO good as a healer to not have to worry about that. Bring back affixes like that, increase drink speed drastically, or just increase all mana regen for healers while a key is active. Hell, make it an aura that only applies to only the healer of the group that also increases healing done by x% so healers can be more powerful in keys without affecting other game modes AND you can mitigate “no healer keys” in the higher end.
3. Change Tyrannical and aggressively tune boss mechanics. Now that we’re rotating dungeon pools every season, it’s crucial that dungeons are tuned quickly, as in past xpacs the healer burden lessened as seasons went on because dungeons got better tuned and the player base learned how to counter mechanics better and better. With rotating dungeon pools we need aggressive tuning early on every season, especially with healer check bosses so healers don’t have to shoulder that burden. Tyrannical should be changed imo from damage amp to maybe a new added ability on every boss (like HM DotI). This would place the burden on the group and mechanical outplay rather than just healing throughput / defensive usage. I recognize that may not be possible due to increased developer time so in that case I’d just go back to asking for much more aggressive dungeon tuning.
4. Prune healer abilities. Button bloat has gotten wildly out of control on most healing specs, I have almost 50 keybinds on hpal lmfao enough is enough please it’s very overwhelming for players looking to get into the role and it’s frustrating for existing players, especially as new abilities keep popping up with talents/capstones and now hero talents soon too.
5. Lower the cooldown of dispel. This will help a ton with missed pug kicks, as well as mitigating the need for abilities like mass dispel or imp dispel which have made massive differences in the difficulties of boss fights across many seasons.
Thanks for reading anyone who made it this far, I hope some of this can be looked at for TWW!
****Bonus controversial suggestion: Make healers deal more damage. I’m aware that many healers don’t want to dps at all but I think that dpsing in keys has become core to healing M+ at this point as no one wants a dungeon where you have to be spam group healing for 30 minutes straight. If we’re going to be dpsing anyways, at least let us have some fun with it and feel more impactful (for reference I mean like tank damage, not dps damage).