Having done Tanaan a bit now on Feral, Windwalker, and Fury, I can say that at least for these specs the game definitely hasn't returned to Vanilla style recovery between pulls. I do take more damage than before, especially when pulling two elites at a time, but I never feel like I'm in danger of dying, and I have yet to need to use a healing potion or bandage (as if I would even bother to carry bandages, ha).
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Not every spec has decent CCs available, nor does that stop DoTs from breaking bandages. Nor does it help the fact that bandages heal for practically nothing, which means you basically wasted your CC cooldown using one.
Every expansion the game gets dumbed down some more.
"There is a pervasive myth that making content hard will induce players to rise to the occasion. We find the opposite. " -- Ghostcrawler
"The bit about hardcore players not always caring about the long term interests of the game is spot on." -- Ghostcrawler
"Do you want a game with no casuals so about 500 players?"
Blizzard has outright said that the intended way for Tanks to lvl up is with massive grouping and steady AoE, and that they've designed it that way since MoP, rather then increasing Tank's damage to be close to DPS.
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It previously was only 7%. Even at 4%, the effect of leech is huge. Hell, even .5% adds up over a fight, turning what was an unsoloable fight into a barely-soloable fight. ANY amount of Leech is significantly greater then 0% leech, after all.
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For feral, as there are no longer any defensive benefits to Cat form, its a slight loss in damage, and QoL loss. However, gaining Swiftmend is a fairly large buff to self-healing, and there is even an artifact trait that increases dodge chance and armor by 100% when shifting out of cat form, further increasing survivability.
For soloing, the following classes got nerfed in terms of self-healing
Hunters (No longer have Spirit Bond)
Shamans (Loss of Flame Shock healing. Loss of HST.)
DKs (No longer have Lichbourne and Deathsiphon)
Warrior (No longer have second wind Leech)
All classes should have a decent amount of self-healing, tbh. I can't solo some raids due to lack of self-healing.
ITT bads complaining about non-issues.
The only class w/o self heals are mages, everyone else has to sac some dps to do it, which is a good thing.
I'll wait till you get to 110 and a frost dk goes from 4 to 100% health in a global.
Re: hunters, the loss of spirit bond is kinda shitty, but 2/3 specs have camo which heal 2%/sec and the one that doesn't has a pet that heals. The game is fine, learn to play. Spirit bond in 6.xx was too strong anyway.
If you need to heal your self up that much during a raid encounter, then either you need to learn to use personals/avoid bad or your healers suck. Potions/bandages are meant to be used in emergency situations not used every time your HP drops by 5%
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That is because HFC has been on farm forever, we out gear it, and people don't bother doing most of the mechanics any more.
Yeah I have Ice Barrier and that's it for self healing. I also don't have remove curse anymore, so what exactly am I supposed to do against Affliction Warlocks right now who seem unkillable?
You specifically said earlier in the thread "bandages are for healing during combat", not "for emergency situations". And even then, emergency situations are the worst time to use bandages because of how terrible they are. You're better off running away because using a bandage will just get you killed.
As someone who's primarily played healer hybrid DPS specs, having reliable self-heals is a huge stress reliever even in group situations with healers. Bandages and potions are not reliable.