Dead Ends is about the only dungeon I sympathise with deaths tbh, the bosses have a bunch of mechanics that will potentially one shot a non tank. The others are wildly non threatening to the point that the bosses are less dangerous than the trash. It takes eating multiple avoidable hits in succession to die in Experto these days even before you're in BiS gear.
While wipes aren't exactly punishing, they do add to the dungeon complete time, and they are something that people like to avoid. Besides which, if a party already has a Tank, they don't need to bring a Healer for the DF time-to-enter bonus.
Would you say that healers are well designed for solo content then?I think my issue with the design thing is that it's yet another case of hyperbole.
Say you have a flawless Rolex, worth more than a lot of people's cars or bank accounts. Master craftsmanship, high quality materials. But you play to go deep water diving. The watch isn't useful to you THERE, but that doesn't mean the watch is BADLY DESIGNED. It just means the design is for something else.
My contention is that the Healers are not BADLY DESIGNED - they are designed fine - the problem is the encounter designs of the game have shifted over time to be (relatively) incompatible with them.
This isn't a Rolex that isn't waterproof, this is a Rolex stops working in the evening. It looks beautiful but it's not always useful, it's missing a big part of it's functionality.
You can't say something is designed well without considering the context of what it was designed for. That's not hyperbole, that's a simple principle of good design.
You mean like trying to suggest that 13 to 22% is somehow 5 to 15%?



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