To clarify for the reading impaired (again), I never said Atonement was THE issue. It was that the entire toolkit of Disc in MoP meant that having a disc priest as a healer in 10 mans was a HUGE advantage because of both the shields and the Atonement DPS. It was vastly OP compared to other healers at the same gear and skill level throughout T14 and 15. Even that isn't my real issue though as you'd have realized if you read for comprehension instead of debate. The Disc design had obvious issues yet they shipped it. So did early healing in Cata. The point is that *I don't trust them to nail healing design in WoD* given their missteps in prior expansions.
The problem is, these goals, at least to some extent, are usually met in the first raiding tier of the expansion. Maybe even the second. By the 3rd, gear scaling has gotten so out of control, these goals go straight to hell as the encounter design team is painted into the same corner they always find themselves in.
First, healers gear scales up. They do more healing with spells, and they care less about mana efficiency, so they end up drifting to more powerful spells, often aoe/group heals in place of single-target healing which is usually cheaper. This couples with raid health increasing, so ultimately, even if healers would be healing the same percentage of health, they now heal more because they can afford bigger spells. Now, raid encounters must become tougher to give healers something to do. This means either doing more group damage, more tank damage, or more random target damage to keep healers on their toes.
None of that works though. More raid damage just puts us in dragon soul mode. There's so much raid damage that all healers do is spam their aoe healing. Tank damage can't be high because if it is, tanks or someone else will die because the raid damage is already too high.
Conversely, more tank damage puts us in ICC mode. Tanks take such massive spikes that the only way to keep them alive is spam heal them, which is not fun either.
The only other option is RNG damage. This way, healers are kept on their toes and much pick their targets carefully. The problem here is that it's just frustrating for everyone involved. By the end of an expansion, RNG damage must be so high to keep up with healer gear scaling, that a single missed heal will almost always mean someone dying. That's not a good place either because now you have a whole raid getting frustrated with their healers because they didn't get lucky when they chose who to heal first.
It sounds pessimistic, but that's mostly because every expansion I've healed since wrath, we've been given the same promises from blizzard, and they always get completely overridden by gear scaling in the first 2 raid tiers of the expansion. If they really want to keep healing in a good place, There are some things that would have to be changed far beyond what they seem to be doing.
1 - Absorbs have to be made far less impactful. Things like Power Word: Shield are still ok provided the mana cost is balanced with the benefit, but Divine Aegis, Illuminated Healing need some pretty severe overhalls. Absorbs are counterproductive to fun healing because they effectively force healers (in this case pallies and priests) to want to heal even when there is no damage to build absorbs up. That's not a good model because there's no thought involved. It simply devolves to an always be casting mentality.
2 - Smart Healing needs a massive reduction. If possible, aoe heals should be removed altogether or given much longer cd's on the order of 30+ seconds. As it is now, being able to spam things like Holy Radiance, Wild Growth, Prayer of Healing just makes raid damage uninteresting to deal with. Things like Light's Hammer are less of a problem. It's a long cd, so healers actually have to think about when they'll get the most value from it. Chain Heal at least has the component of needing close range to jump, but that ends up being a huge weakness of resto shammies vs. other classes in 10-man raiding, though maybe that's not a factor with the new mythic model.
3 - Mana regen scaling needs to be brought back in check in a huge way. I'm not talking about just nerfing spirit. That doesn't do anything long term, it just makes for a crappy first tier of raiding when everyone has crappy regen and no way to do anything about it. I'm talking about bringing back active/semi-active regen mechanics. For those of you who remember pre-4.0, healers had 2 regen numbers. Casting regen vs. non-casting regen. They could actually regen significant mana by not casting for periods of time in a fight. That's really where triage needs to come from, not from having to choose between healing 1 target at 20% health vs. another. On top of that, active regen should be brought back. Shamans still have telluric currents, but at this stage, most of them don't bother because it's just not necessary with current gear. Pallies used to be able to melee for mana, but that went away in a patch. Things like that do 2 things. They give healers something to do that isn't always just spamming heals at top speed, and they can choose when to do it and for how long. In an ideal world, mana regen should be in a very specific place. Passive regen should allow you to do your most efficient rotation for an entire fight. But if you use less efficient spells, you should need to balance that with some active regen or at least some casting down-time.
I have to admit, moving to an active regeneration model sounds appealing. However, I don't think that means the 5 second rule, or even telluric currents. Healers shouldn't be forced to dps to regen mana.
What I'd like to see is healer mana fluctuate like a destruction warlock or a rage class, with mana cd providing a state of non-flux or very massive mana gains per second to combat depletion. I don't know how viable it is to say, make a healing wave cost 25% mana but be gaining 25% a second, but chain heal requiring 90%. This would naturally limit how much aoe Healers could do without a cd of some sort, like how warriors can't spam execute sub-20% in lower gear levels.
You continue to miss the point, though, which really isn't about Disc at all. It's about Blizzard setting design goals and missing them by a pretty wide margin in the last two expansions so, when they say they will do X and Y in WoD, I simply don't believe them. I think they'll try and miss again in some respects and we'll be stuck with the aftereffects, just as we were in Cata and MoP. Hell, I wouldn't even mind them missing at launch if they quickly adjusted things... but they don't.
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I disagree, topping people off isn't bad it's just it won't be easy to do. Randoms will still have the right idea - unless they prioritise topping off someone at 80% instead of healing the guy at 20%. I think even pugs can comprehend that.
If they wanted that kinda thing they wouldn't be removing the low cost low HPS heals anyway.
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I hated healing at the start of Cataclysm when mana was scarce and health pools were outrageous, so all this talk of going back to similar system is making me kind of nervous. I prefer healing to be more of a quick-reaction thing than a careful decision-making thing. I don't want to go back to the ICC days of literally not being able to go oom even if you tried, but I'd rather not go oom halfway into a fight because someone didn't move out of the fire fast enough.
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I remember being the only healer left in our guild at catas launch. That was fun.
Can't wait for this to happen again.
"Trust us, we learned our lesson from [BC|WotLK|Cataclysm|MoP] and we'll get it right this time!"
Sure, Watcher. Sure.
If you judge the average player on X person from any given LFR, than a huge raid warning won't even matter as most (per my experience) aren't using a boss mod, or simply tunnel to much to be able to watch messages.
Triage is imo preferred over the current spam model simply because spamming isn't engaging or remotely interesting, but if we are to judge Blizzard on their consistence and target audience over the last 3 years, then they will revert many of the proposed changes sadly!
Bro, you do realize that the entire reason that WoW exists is because it was meant as a casual alternative to Everquest right?Well, the players were right on this one.99% of all facts in this game are made up by the players themselves.