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  1. #21
    This was something I was thinking about, too. I understand they want to eliminate scenarios where the game is telling you how to play, such as ERT did with Kormrok or Kromog. That makes sense. However, the downside is that it's going to affect some specs much more than others, namely Holy Paladins (mastery) and Mistweavers (RJW, EF, etc.) On the other hand, all Resto Druid spells have a 40yd range, so it won't impact them at all (then add the Balance Affinity, it's 45 yds... and with a Druid Legendary, that turns into 47.5 yds.) IMO, that's a pretty big advantage to give some specs over others.

    On a side note, I feel bad for DBM and other addon developers who already put significant time into Legion mods that will be affected. All of that wasted time
    http://www.deadlybossmods.com/forum/...052dff3056a5ae
    Last edited by Kaigera; 2016-08-23 at 05:17 PM.

  2. #22
    Quote Originally Posted by Kaigera View Post
    all Healer spells (that aren't centered on the caster) have a 40yd range, so it won't impact most of them at all
    Fixed that for you.

    (Also - 10%DR or the 15% move speed are far more likely to be taken than the +5 yards in most raids)


    The removal of radar is going to suck though in general. I really hope blizz reconsiders at least on radars.
    Last edited by Keiyra; 2016-08-23 at 05:22 PM.

  3. #23
    lol

    yes the removal of a radar will stop holy paladins being good in raids

    WutFace

  4. #24

  5. #25
    Herald of the Titans Cyrops's Avatar
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    So far I only healed in LFR, but I really don't care about my range to the target, just keep spam healing people, pretty useless mastery to me, sounds good on paper, though.

    It's like blizzard is telling Paladins 'well you only heal the people near you' might as well change all healing abilities to melee range, that would be fun. /sarcasm
    PM me weird stuff :3

  6. #26
    Quote Originally Posted by Vellin View Post
    Raises the skillcap, it's a good thing.
    Is it a skillcap if it is a handicap only to one class? Why is the fact that X person may be better at judging whether Y person is 15 vs 14 yards away a relevant "skill" in the first place?

    I mean they could introduce other non-relevant "skills" too, like: Mastery reduces your lag time up to your base lag (for example, zero mastery gives you 500ms added to your lag, full mastery adds zero to your lag. I guess you could say that adds to "skillcap" too, but what's the point?

  7. #27
    Quote Originally Posted by Hawg View Post
    Is it a skillcap if it is a handicap only to one class? Why is the fact that X person may be better at judging whether Y person is 15 vs 14 yards away a relevant "skill" in the first place?
    Exactly. The amount of micromanaging the mechanic introduces is pretty large, at least to me. It's almost like a druid managing 25 separate rejuvs on 25 separate people without the assistance of hot timers or knowing exactly when one of them is going to expire, or who to refresh on. If mastery stacks high enough, the amount of extra healing done adds far more weight to the fact that we have to increasingly pay more mind to Y people being in X range for pretty much each zone the mastery increases.
    Quote Originally Posted by gibborim
    Just because you are doing it wrong without large scale failure does not mean you are doing it right.

  8. #28
    So this radar removal affects all boss mechanics where you have to spread? Or just for player abilities? Imagine doing C'Thun without a distance radar

  9. #29
    Quote Originally Posted by Hctaz View Post
    Edit: I also see this as being something that makes your groups plan a little better imo. If I were a mythic raid leader, I would optimize my strategies in order to maximize the value of my holy pally's healing knowing full well that it's based on distance. What that means essentially is...
    Just not bringing holy paladins along.

  10. #30
    Immortal Ealyssa's Avatar
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    Quote Originally Posted by Sungamnori View Post
    Just not bringing holy paladins along.
    Sure, let's not take the best tank healer

    Good players gonna take care of themselves. Maybe should you try to improve your own gameplay.
    Quote Originally Posted by primalmatter View Post
    nazi is not the abbreviation of national socialism....
    When googling 4 letters is asking too much fact-checking.

  11. #31
    Quote Originally Posted by Unir View Post
    I guess the question is this: do range indicators and/or proximity add-ons use UnitPosition from the API? If so, they will be broken as of 7.1.

    I suppose the next question would be: is there a work-around or another part of the API that can be used to make something similar?

    I don't know enough about the API to know what is possible and what is not.
    As far as I know Blizzard has not released any concrete details on which APIs they are actually changing. Remember that UnitPosition is a new API introduced in WoD and add-ons have had other techniques to build these "radars" long before this. If all they do is roll back the new APIs from WoD then this won't really be that big of a deal. Players have only benefited from UnitPosition for the last expansion. If they go back and systematically break the other APIs we've been using for years then this is going to break a lot of very old add-on functionality that we've grown accustomed to using.

  12. #32
    Quote Originally Posted by NoobistTV-Metro View Post
    Ya I'm on the fence, especially because this will happen in the middle of a tier. I'll get used to the addons and then they may be gone.
    In terms of Holy I'm constantly up with the melee any way DPSing so I don't find the mastery TOO hard to use without the addons, but it certainly is a tool that we don't deserve to have removed.

    No other spec in the game is this reliant on distance.
    so you are on melee and how you do big heals to ranges? i preffer to use the beacon that makes you tank another lightbringer.

  13. #33
    Play Holy how it's meant to be played...in melee range

  14. #34
    Quote Originally Posted by shonist View Post
    so you are on melee and how you do big heals to ranges? i preffer to use the beacon that makes you tank another lightbringer.
    You don't. That isn't your job. You're the best tank healer so you worry about the tanks primarily and the melee as well since they'll be near you too. That doesn't mean ignore the ranged DPS if they get low but it does mean that essentially you're building trust with your other healers. Let the druid get the ranged dps and you take care of the melee. The druid has to trust you won't let the melee die and you have to trust your druid won't let your ranged die. That's kinda just how it is.

    - - - Updated - - -

    Quote Originally Posted by Sungamnori View Post
    Just not bringing holy paladins along.
    Lol wut. Holy is amazing at tank healing and subsequently provides a good healer for the melee dps as well. It's just a good class to have and keeps the heat off your other healers and allows them to focus more on ranged classes while only providing a minimal amount of support to your melee classes and tanks. Like Druids now only need to keep Lifebloom on the tank tanking the boss and doesn't need to spend excess mana and GCDs trying to put extra hots on extra people (unless of course there is a big AoE phase coming up).

  15. #35
    What is it exactly that makes Paladin a better tank healer than other classes? Don't all classes now have a slow and cheap heal, and a fast and expensive heal, along with a more powerful heal that has a CD? I mean, Beacon lets you passively heal the tank whilst you're healing other players, but doesn't that kinda dissuade you from healing the tank and push you towards healing someone else (such that your Beacon is working)? Are Paladin single-target heals just more powerful or something?

  16. #36
    Quote Originally Posted by Genzen Han View Post
    What is it exactly that makes Paladin a better tank healer than other classes?
    Paladins, for the most part, have the largest hitting heals. Yes, Beacon is also another primary reason people say this, and their claim is sound. Every single heal that you cast is potential effective healing for your beacon of light. The only spells that I don't think transfer is aura of mercy, Lay on Hands, and maybe Hammer of Light? (I don't know how many for sure, but its not a lot. Correct me if I'm wrong.)

    Quote Originally Posted by Hctaz View Post
    That doesn't mean ignore the ranged DPS if they get low but it does mean that essentially you're building trust with your other healers. Let the druid get the ranged dps and you take care of the melee. The druid has to trust you won't let the melee die and you have to trust your druid won't let your ranged die. That's kinda just how it is.
    I can't agree with this more. I also want to add that it doesn't mean you just sit there and watch that druid struggle because its tough for a certain amount of time. Healers have to work together now and pay attention to the gaps that can form. It's no longer "lets see who gets the heal first!". If I remember correctly, this mentality was pretty prominent in burning crusade [insert couple of caveats here]. Filling your niche should be the primary goal, spot healing and utilizing proper cooldowns is how you synergize with your fellow healers. No healer ever should ever be expecting to job A and only job A. Not only does this segregate your healers core, its a lot of potential being lost for any particular class.
    Last edited by PocketSaturos; 2016-08-25 at 01:47 AM.
    Quote Originally Posted by gibborim
    Just because you are doing it wrong without large scale failure does not mean you are doing it right.

  17. #37
    Quote Originally Posted by HolyLathusDisc View Post
    They really just need to remove the distance portion of the heal and make it a (lower) flat increase to our single target healing.

    This will completely break bandaid, which is literally a band aid for our aura, they said "any addon that uses a players location relative to yours will be broken"

    Except outside instances

  18. #38
    Quote Originally Posted by Genzen Han View Post
    What is it exactly that makes Paladin a better tank healer than other classes? Don't all classes now have a slow and cheap heal, and a fast and expensive heal, along with a more powerful heal that has a CD? I mean, Beacon lets you passively heal the tank whilst you're healing other players, but doesn't that kinda dissuade you from healing the tank and push you towards healing someone else (such that your Beacon is working)? Are Paladin single-target heals just more powerful or something?
    Beacon allows you to be healing both tanks at once (or another raider and 1 tank) - that's one very strong perk for pally tank healing. Also if you have to crank heals into your beacon target, you can do so and get a hefty cost reduction. Infusion of Light procs also make for some extremely strong single target heals.

    That isn't to say other classes cant tank heal either, but holly pally has a fairly strong tank/cleave kit and since they aren't as good at raid healing, they often get considered one of the better tank healers.
    Last edited by Keiyra; 2016-08-25 at 03:04 PM.

  19. #39
    Deleted
    shit aoe
    mediocre single target
    great cleave healing

    Learn the difference.

  20. #40
    Quote Originally Posted by bdk4599 View Post
    This will completely break bandaid, which is literally a band aid for our aura, they said "any addon that uses a players location relative to yours will be broken"

    Except outside instances
    Sorry I wasn't clear. I was refering to our mastery in game, yes it would break the addon; but would greatly help paladin healing.

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