Don't blame the casuals for making Warcraft worse. It's the unskilled masses who refuse to improve themselves and Blizzard who has decided to bribe these folks with an endless shower of purples that should draw the ire of both casual and hardcore alike. It was never about "seeing the content" for these people it's always been about the gear and their sense of entitlement.
My biggest problem with the healer changes in general is that we have heard it all before. We heard it when cata launched, her heard it when mop launched. It is literally all hot air by this point because I, personally, have already sworn off healing in this game.
Literally. I've played every healer this expansion but resto druid. In every healing class it was "Spam this, then spam that" where "this" could be replaced with holy radiance, rem, riptide or smite and "that" could be replaced with light of dawn, uplift, chain heal and spirit shelled PoH's. And hell, I already know what resto druid healing would be like. Spam reju, then spam genesis! Pop that shroom!
Healing this expansion has been extremely unimaginative and we already had the speech how things would matter more in mop than in cata and how healers wouldn't be capping out mana regen or some equally disturbing rhetoric like damage actually mattering on either the raid front or the tank front. I honestly doubt adding cast times to spells that seriously don't need them and doubling post squish health pools will make anything any better.
IF anything it will make early expansion healing slightly "challenging" in the sense that we won't have the gear to top people off really quickly while progressing. But, I expect by the second tier for us to have the gear to once again 1%-100% people in a global because that's how exponential gear growth works, unless they literally nerf healing every patch just to keep the gameplay the same the entire expansion, which, lord forbid, might be even less imaginative than MoP's model of healing.
Last edited by Manabomb; 2014-03-24 at 08:04 AM.
Reduce- Iconic class abilities, complexity and meaningful rotations, usefulness of any one class in a raid group
Reuse- A continent from 3 expansions ago, a story arch from 3 games ago, characters that would otherwise be dead
Recycle- A beaten to death plot-line, the nostalgia goggles for TBC, bossfight mechanics that make patchwerk seem complex
The three R's of Warlords of Draenor and that doesn't even mention flying, #savekarabor, blizzard store, tier to tier ilvl skips.
i like the idea of making healing matter more and not having everyone at 100% health all the time. Removing smart heals and making players decide who to heal are all good goals to have, but they have to stick to this decision. If it's the last tier of WoD and its back to how it currently is then the system is fail.
It can work, but we need devs who will make it work and fine tune it as it goes along.
My weekly podcast can be downloaded here this week we discuss the Bali 9 Indonesian drug smugglers and their looming execution
I'm not a full-time healer but I, too, think the idea of triage healing is a good one and would present an enjoyable, challenging style of healing for some of the player base. Read: some of the player base. Unfortunately, I don't think it will carry over for most of the healers we have, regardless of server.
I think the OP has a valid point: most folks who play this game simply are not good enough to keep up with the mental demands of triage-style healing. Couple that with mana pools that could change and other forms of resource management, and you've got the potential for a lot of wipes due to OOM healers on your hands. I'm with the OP also in that I think the devs' hearts are in the right place, and I absolutely wish that they could implement some more dynamic and/or challenging play systems for tanks and DPS peeps also; unfortunately, it's just not going to have very good results.
Most people in raids are dependent upon DBM and other versions of "BEWARE!!" in order to survive the fights. Sure, we all have the opportunity to learn the ropes and become more adept, but again, most people simply don't. Why would they, when their mods and/or other players can simply help carry the day?
Cata gave every class big a 2.5 second heal and a small spammable 2.5 second heal. To have any success, you had to use those spells regardless of the class you played. Most of those other spells that made each class unique became high cost and healed much less than they did in WOTLK. With few exceptions every class felt the same. You minimize those changes, but they were huge.
Even in Mop, every class has those 2.5 second big and small heals. I wish Blizz would allow more classes to move away from those spells or allow us to avoid them completely, even in lower gear levels.
I'm not a fan. I'm pretty ODC about making sure everyone is always at 100% and as a resto druid, I'm not happy if I'm not doing the wave (tree throwing hands in the air at all times since he's always casting a spell).
All this will do is limit the amount of healers. If I come back, I'm fairly certain it'll be in a strict DPS capacity.
The only time we ever downranked was mages laying down multiple flamestrikes on trash etc Our heals didn't really see the point of it with the VEs going out etc they were DPSing almost as much as they were healing. Always made for faster runs when most of the team was capable of mitigation or proper self heal usage.
- - - Updated - - -
Last edited by Warlord Booty; 2014-03-24 at 01:02 PM.
I'm not a full time healer, but when I do heal (Resto Shaman mostly these days and Holy Paladin in the past but picking up again, have played some Disc but I have no real idea what I'm doing there) also I find the current model could be described as "99% sheer boredom, 1% panic". There has to be a better way than that, and Triage can fix that so long as resource management based purely on gear isn't used to enforce it.
The key problems I have with healing right now are:
- Long periods of "nothing to heal".
- Can't see what my shields are really doing, if anything (more a UI issue, but there are addons that "fix" that).
- Too much AoE/Smart Healing that's just endlessly spammed to "keep people topped", broadly because there's not a lot else to do.
- Too much emphasis on those 10-100% raidwide burst healing moments where mana actually gets used to get you to actually do something.
- Not enough "I just saved that guy".
- Reliance on external mana cooldowns (esp at lower gear levels), which in PuGs/LFR aren't always properly utilised/available.
I much prefer the idea of active management, which is more what they're pointing towards I think; so you don't feel completely helpless when OOM and the only answer is "when I get some gear". Clearly you're doing it wrong if you're spamming nothing but Healing Surge, but realistically I don't think you should go OOM spamming Healing Wave forever either - Cataclysm punished you for both, which left players feeling like they had no right answer beyond "get more gear" so there is a middle ground I think.
Last edited by Jessicka; 2014-03-24 at 01:53 PM.
"For every complex problem there is an answer that is clear, simple, and wrong." - H. L. Mencken
http://www.hitbox.tv/puupi - mythic restoration/enhancement shaman raiding
Disc on the other hand gets 3 benefits from Attonement:
1. Deal damage (and it's a relatively decent amount of damage considering it's from a healer)
2. Provide a direct smart heal to someone that needs to be healed about equal to the damage they dealt in 1
3. Critical heals proc Divine Aegis
Combining this in addition to their general toolkit is why non-Disc healers have been complaining this expansion. Why bring anything else when Disc is the best Jack-of-all-trades healer/damage hybrid? If you really want to deal damage that badly there's plenty of classes/specs to choose from.
Last edited by Trubo; 2014-03-24 at 02:21 PM.
An Apple fanboy called me a retard.
In the real world that makes me a genius.
We've heard all this before and it didn't work. I actually enjoyed healing early cata heroics and tier 11 but the backlash from the community was too great. The problem is to make that kind of content challenging for skilled people who have been healing for years you suddenly make it an almost impossible challenge for the majority as we saw in the disastrous launch cata pugging scene. I'm all for making healing challenging in raid content but it's pretty pointless making it hard in 5 mans, unless they want a repeat performance of cata.