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4-07-2011 @ 1:26PM
My point of view regarding this thread:- This is a good measure. More so if assigning the call to arms is done in an automated way, with completely objective criteria, as it appears to be, because the measure will turn itself off as soon as the role imbalance problem is corrected. But, of course, it's not a definitive way to solve the problem; more work needs to be done to draw players to tanking and healing roles.- Tanking PUGs is a thankless job right now. PUG failure rates seem to be still to high, and the tank gets blamed for almost everything (the healer gets blamed for the rest). This, more than anything else, needs to change: if making the players more forgiving of the tank is not an option, devise a way to measure player skill and bar those that don't attain whichever skill level should be needed for Heroics from queuing for random heroics at all; better success rates, less errors, less blame flung on healers and tanks.- Dungeons have one fairly bad problem: with a few rare exceptions, anyone's failures means the tank dies, either because some attack that should have been interrupted one-shots the tank, or because failing means the group takes more damage, making the healer go OOM and, thus, killing the tank though lack of heals.Instead, dungeons should make the failing player die or, at least, suffer; 10s stun for not avoiding a boss charge, an incurable stacking debuff for standing on the fire, bosses that aim their interruptable skills at DPSers (in special those that have short cooldown, off the GCD interrupts) instead of tanks, and so on. Make the tank and healer suffer less for having fail DPSers on the group, and bad DPSers suffer more. That ought to balance things a bit.
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