I enjoyed blood so far on Beta. I've ben using rune tap in order to take away more of that one shot risk from new packs. So far that has really helped with that. 2 charges on a short cooldown is pretty useful. BDK feels pretty good!
If you go under the "healing taken" tab in details and hover over your name, it shows as a percentage how much of your healing you did to yourself, rather than having to use a calculator
@@quintit how much of my healing I did to myself... That's not what I'm calculating here though right? Obviously all the healing I do I don't myself haha
@@heythereguysitsMetro Yah, i prolly described it wrong because I was tired, but that tab shows how much of your healing taken as a breakdown of healing taken per person by source. So if the monk did 5%, itd show 5% from the monk and 95% from you for your healing taken.
@@bluex44x44 Just check wowhead brother www.wowhead.com/news/fortified-mythic-affix-nerfed-in-the-war-within-345258 www.wowhead.com/news/the-war-within-beta-hotfixes-few-blood-death-knight-datamined-nerfs-reverted-345263 The blood dk stuff was not reverted by Blizzard, was basically just an error that it was included in the first place it seems.
Nerfed tanks mitigation and healing and made 0 changes to damage and thought it would make damage intake smoother... I just really wish I could speak to them in person to let them know how stupid they are.
I agree the numbers might need a little tweaking but these changes are 10000% what is needed, Healers almost felt useless in M+ it was basically playing a weaker DPS that need to heal sometimes if people stood in shit. These changes are the right direction in philosophy to changing how tanks play, Tank were basically unkillable Gods it was stupid, warrior tanks healing for 80% of what a healer is healing for is absolutely stupid. I bet you cried about how bad the game was for years but now they make a change and you lose your mind. They just need to tweak numbers and it will be a better game for EVERYONE.
@@strugl3snugle245 having a healer needed to be able to tank properly feels awful tho this will just make less tanks play the game which is already one of the lesser played roles
tanks should have full power over if they die or not heal can help the 3 dps/themselves but tank survival should be solely on the tank imo otherwise it just feels awful
@@rokman5000 you should not do that. They are not stupid, I promise you. Not sure why you are saying they made zero changes to damage too. That's just false.
"That'll make healer jobs harder." I mean, you can literary say the same argument for *any* spec other than healing. You could say "let's put tons of mitigation and self healing on DPS because it will make healer's job easier". Point is not to make healer's job easier, but to make it more engaging. The changes here are not making healers more engaged, it makes the whole gameplay frustrating because you cannot really plan anything. They cannot plan how the encounter will most likely go due to incredible spikes in tank and dps damage. Nertfs were IMHO (from a healer's perspective) needed, there is literary no sense in having all specs have an absurd amount of self healing and self mitigation. We can argue about the numbers and some classes were definitely hit more than others (like DKs), but ultimately nerfs are needed for classes or specs that overperform to a certain degree. By the same token, most (if not all) healers have had their single target heals buffed, to counteract the nerf. What the main issue here is, and has been since I'd say WoD, but primarily manifested itself in Legion, is that damage intake, and Blizzard hasn't really found a way to fix it. It definitely *cannot* be fixed in a month before the expansion and these changes should not have happened now, they should have waited the next major patch, so they can be ironed out. If I play my class correctly, I should always have something ready to counteract what the boss or mobs throw at me (from various shouts to interrupts to defensive CDs, depending on what class I use for tanking). It's not the case here. That should be the primary focus of anger, Blizzard not being able to resolve a problem they themselves created many years ago. IMHO of course.
@@ibazulic no idea what you are quoting that out of the blue from a long stream like this. Really strange to do that. I assume what I said was in response to the fact that healers keep complaining about tanks being too strong. Either way, these players don't want it to be more engaging. It's already plenty engaging and they can't keep up. It needs to be less engaging of anything, so they can focus on the few things they need to do well. Now THAT can be said about every spec. Even tanks. The less going on the easier it is to focus on the dungeon. And that should be something anyone wants who has ever done progression difficult mythic plus. Especially given how hard the next season is going to be.
@@heythereguysitsMetro sorry, my bad. Yesh, maybe I should have put a timestamp so we all know what I'm referring to. :-) and based on your respose here. I'd say that we fully agree actually, we were just looking at things from different perspectives.
Sadly, this is very typical of Blizzard. They had a fine thing going for tanks in general. Now thing's are incredibly screwed up and seems frustrating to play.
@@heythereguysitsMetro with the 60% buff to HP the frustration would be less likely. I was watching you play and dying a lot, dying too much is what is frustrating. Typically that is the case almost for anyone. The scaling of the dungeons could very well be the thing thats making this happen. We'll see as we go.
I enjoyed blood so far on Beta. I've ben using rune tap in order to take away more of that one shot risk from new packs.
So far that has really helped with that. 2 charges on a short cooldown is pretty useful. BDK feels pretty good!
Rune tap always good for that for sure!
If you go under the "healing taken" tab in details and hover over your name, it shows as a percentage how much of your healing you did to yourself, rather than having to use a calculator
@@quintit how much of my healing I did to myself... That's not what I'm calculating here though right? Obviously all the healing I do I don't myself haha
@@heythereguysitsMetro Yah, i prolly described it wrong because I was tired, but that tab shows how much of your healing taken as a breakdown of healing taken per person by source. So if the monk did 5%, itd show 5% from the monk and 95% from you for your healing taken.
@@quintit Ya, what I was calculating was how much of the damage I took I was able to heal up on my own.
They nerfed fortified by 10% and reverted some of the BDK changes aswel the same evening.
@@geertcrommentuijn yup
Can you link their reversions? I cannot find them
@@bluex44x44 Just check wowhead brother
www.wowhead.com/news/fortified-mythic-affix-nerfed-in-the-war-within-345258
www.wowhead.com/news/the-war-within-beta-hotfixes-few-blood-death-knight-datamined-nerfs-reverted-345263
The blood dk stuff was not reverted by Blizzard, was basically just an error that it was included in the first place it seems.
I think the biggest impact is the DS heal nerf(heal unique damage), things like 3% extra healing on DS isn't really much of a reversion in my opinion.
Nerfed tanks mitigation and healing and made 0 changes to damage and thought it would make damage intake smoother... I just really wish I could speak to them in person to let them know how stupid they are.
I agree the numbers might need a little tweaking but these changes are 10000% what is needed, Healers almost felt useless in M+ it was basically playing a weaker DPS that need to heal sometimes if people stood in shit. These changes are the right direction in philosophy to changing how tanks play, Tank were basically unkillable Gods it was stupid, warrior tanks healing for 80% of what a healer is healing for is absolutely stupid. I bet you cried about how bad the game was for years but now they make a change and you lose your mind. They just need to tweak numbers and it will be a better game for EVERYONE.
@@strugl3snugle245 having a healer needed to be able to tank properly feels awful tho this will just make less tanks play the game which is already one of the lesser played roles
tanks should have full power over if they die or not heal can help the 3 dps/themselves but tank survival should be solely on the tank imo otherwise it just feels awful
it should be hard to survie as tank tho but it should still lie on the tank player not the healer
@@rokman5000 you should not do that. They are not stupid, I promise you. Not sure why you are saying they made zero changes to damage too. That's just false.
"That'll make healer jobs harder."
I mean, you can literary say the same argument for *any* spec other than healing. You could say "let's put tons of mitigation and self healing on DPS because it will make healer's job easier". Point is not to make healer's job easier, but to make it more engaging. The changes here are not making healers more engaged, it makes the whole gameplay frustrating because you cannot really plan anything. They cannot plan how the encounter will most likely go due to incredible spikes in tank and dps damage. Nertfs were IMHO (from a healer's perspective) needed, there is literary no sense in having all specs have an absurd amount of self healing and self mitigation. We can argue about the numbers and some classes were definitely hit more than others (like DKs), but ultimately nerfs are needed for classes or specs that overperform to a certain degree. By the same token, most (if not all) healers have had their single target heals buffed, to counteract the nerf. What the main issue here is, and has been since I'd say WoD, but primarily manifested itself in Legion, is that damage intake, and Blizzard hasn't really found a way to fix it. It definitely *cannot* be fixed in a month before the expansion and these changes should not have happened now, they should have waited the next major patch, so they can be ironed out. If I play my class correctly, I should always have something ready to counteract what the boss or mobs throw at me (from various shouts to interrupts to defensive CDs, depending on what class I use for tanking). It's not the case here. That should be the primary focus of anger, Blizzard not being able to resolve a problem they themselves created many years ago.
IMHO of course.
@@ibazulic no idea what you are quoting that out of the blue from a long stream like this. Really strange to do that.
I assume what I said was in response to the fact that healers keep complaining about tanks being too strong.
Either way, these players don't want it to be more engaging. It's already plenty engaging and they can't keep up.
It needs to be less engaging of anything, so they can focus on the few things they need to do well.
Now THAT can be said about every spec. Even tanks.
The less going on the easier it is to focus on the dungeon. And that should be something anyone wants who has ever done progression difficult mythic plus. Especially given how hard the next season is going to be.
@@heythereguysitsMetro sorry, my bad. Yesh, maybe I should have put a timestamp so we all know what I'm referring to. :-) and based on your respose here. I'd say that we fully agree actually, we were just looking at things from different perspectives.
Sadly, this is very typical of Blizzard. They had a fine thing going for tanks in general. Now thing's are incredibly screwed up and seems frustrating to play.
@@Rendasd certainly wouldn't agree with that assessment. What are you finding frustrating?
@@heythereguysitsMetro with the 60% buff to HP the frustration would be less likely. I was watching you play and dying a lot, dying too much is what is frustrating. Typically that is the case almost for anyone. The scaling of the dungeons could very well be the thing thats making this happen. We'll see as we go.
@@heythereguysitsMetro also the change to DS makes me wonder how thats going to play out in the long run. /nods
@@Rendasd Ya thats really no different from before the changes there. The dungeons are just really hard