
Originally Posted by
Roana
Consistently basing damage of most special attacks on a percentage of maximum health is actually a very effective solution. It is very similar in effect to putting diminishing returns on health (in terms of time-to-live), without actually affecting visible health values. Aside from that, it can also actually start to penalize you appropriately if you invest too many stats in EH at the cost of avoidance (because you'll need a lot more healing -- not just in terms of mana cost but also in terms of the time it takes to put you back at full health).
I'm not so sure of that. % attacks cause other issues instead. I mean say a fire-breath hits for 80% of your current health…
- Gear might be less of an issue unless other mechanics of the fight is a gear-check.
- A tank geared towards stamina will be hit for far more in burst situations. An example would be a 60K HP tank will be hit for 48K, a 40K HP tank will be hit for 32K thus the higher HP tank require 1 more heal (or similar) to get topped off.
- On the other hand, say the boss does physical fixed damage number and % based attack looking at the above one tank ends up with 12K HP and the other 8K HP. The former might be able to soak the next attack where the second has more avoidance and chance of avoiding the attack all together or will need healing ASAP (and less to to get topped off). Both stress the raid in different ways.
- The massive HP pool of some classes would just be "for show" then however. Not sure this is the best end-solution, but perhaps not a bad one.
So yes, the above is a solution but I'm not sure if it wouldn't just cause more issues than anything to try to exploit it.
Diminishing returns on HP wouldn't be the same thing entirly but it would be a mean to normalize HP across classes yes. The above is a mean to normalize damage intake instead, much like us warriors wouldn't mind a normalization on rage-intake... Off-topic sorry
Why risk it, and why complicate a fight when you can just the class it was designed for?
This is what we want to move away from I truly hope. I just think blizzard could put other gimmicks into fights to suit all classes.
- Let warriors / pallies / [insert class here]*to have the ability to spell-reflect / [insert talent here] magic attacks that either reducing damage in-take (burst) or perhaps sets the boss into another state of mind (fury / frenzy - swings rapidly or what ever).
- Design encounters with options for ALL tank-classes in mind. The dancing of the Twilight Torment de-buff was actually a GOOD solution for all tanks to manage the event. Tank A dances, Tank B relies on personal CD's and Tank C just soaks it all and Tank D is the same class as A but relies on the raid to put CD's on him. At the moment we're stuck with B and D which isn't fair to the no CD's classes (and the soakers still have an advantage with external CD's due to the larger HP pool).
- Rethink how events work even if I don't think this will happen for all new encounters. Kil'Jaeden was to me a bit "innovative" in terms of how to deal with an encounter, yet those can be hard since they stress the raid alot (and we all know Blizzard also wants to please the average Joe). Illidan, given it's MT gimmick, had a very well though way of dealing with things in other parts of the fight. Same goes for Vashj where you have large portions of the event not being MT centric (and as far as I know any class can manage to tank her). Also Gurtogg Bloodboil is a good type of event that doesn't exactly favor a certain class (we had issues with Paladin threat back in the day but that's a different topic since now I think they beat Warriors).
In the end, they can design fights that have gimmicks that aren't class based. Let the tanks deal with threat wipes, taunting at different phases or playing debuffs, staying 2:nd on aggro etc. Introduce things like Malygos or Sartharion where you need to tank AND be aware of your environment. Void zones, sparks, fire walls etc. These type of events work for any class given the event also caters classes short-comings (all tanks need damage in-take or Warriors / Pallies have a hard time off-tanking for instance).
The last two parts might drift a bit off-topic but it's all part of the game.
Regards
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