![]() Contextually, how hard enemies hit tanks really depends on the encounter - later encounters usually truck tanks a little harder, because they expect them to have more gear and more coordination with externals.That said, they want to create encounter mechanics where every role gets a place to shine, and with tanks that usually comes down to movement and positioning. Tanks can be a singular point of failure in a group, so they have to be careful about creating situations where there's too much pressure on them - especially early in a raid, as it can put too much pressure on 1-2 players and they don't want it to block progression too early on.The tank can ping where they're going to pull adds to, the Raid Leader can ping where to take a debuff, etc. Spoiler! In 10.1.7, they're adding a contextual ping system similar to DotA or League, which shows up directly in the game world, on a player, or on an enemy, so that you can quickly and easily share information with the rest of your group - they see it as an accessibility feature, but also think it'll help allow quick in-game communication that may put less reliance on automatic WeakAuras.Max mentions that a lot of players use WeakAuras as debuff bars, and the game making it more obvious that something horrific is about to happen with those very important effects would be helpful to reduce the burden. They also could have made Volcanic Heart specifically a lot more obvious. That said, there are lessons learned, particularly from Neltharion - it was cool watching RWF streams with RL calling out which player goes where, but they probably could have been more lenient on the amount of time and space players had to work with.They're fine with informational addons showing a list of who has what debuff is fine, but they're not as keen on computational weakauras which put a square on a players head and direct them to the square marker in the corner of the room (the popular map weakauras for Neltharion are a bit of a gray area for Morgan). Regarding Private WeakAuras, the goal was for players to engage in the game world - focusing on communicating with other players, rather than having addons solve the problem for players.There are still problems, but the team thinks they are solvable and will continue to make adjustments in Season 3. It's too soon to say if the very rare loot is something they'll carry forward into future expansions, but they do think the concept hits a lot of their goals. The other major adjustment was how you get them - they increased the chance of bosses dropping those items, while reducing the frequency of their showing up in caches or the Vault to make actually killing the boss more impactful. First, was creating interesting options that not everyone necessarily wanted - in Season 1, you wanted 30 Eranog/Broodkeeper rings, but most groups don't feel the same way about Black Dragonscales, while Nelth trinkets were split out into three versions that were exciting for some specs but not necessarily something everyone universally wanted. ![]()
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