Originally Posted by
ID811717
No, no, the bolded part is completely wrong. Our damage always increases faster than our survivability (certainly for non-tanks... I am not sure about tanks, your claim might be true for them). That is the main reason one-shots were a problem in Legion - everyone had to stack avoidance and make special gear sets to survive certain bosses. In BfA Blizzard tuned the dungeons to avoid one-shots, but we start running in the same problems at very high key levels. Playing at the 20% avoidance cap is becoming important again.
In BfA healing is often less intense in higher keys because that's when groups start to do more optimal pulls and learn to avoid the avoidable damage (there are of course huge exceptions, such as tyrannical Temple boss fights). The overall incoming damage still scales up exponentially, and nothing helps us mitigate the increased damage, but groups have everything planned and under control, so healing becomes seamless. It usually has nothing to do with healer though - it's more dependent on tank doing good pulls and on DPS players controlling all dangerous casts. So the healer can focus on dealing damage more if they trust the group. In comparison, low key pugs are usually full of fiesta, and healers need to out-heal a lot of avoidable damage every other pull.
It actually felt quite different in Legion: dungeons had a lot of unavoidable damage throughout the run (trash included). So healing was always very intense, even in very high keys. That's the reason healing DPS meta was not prominent. Yes, holy paladins could always do insane damage (and that was important in some very limited parts of the dungeons, such as the necessity to burst the Mana Devourer in Upper Karazhan on tyrannical 24/25+ keys -- holy paladin's damage in the 30 sec burst window on Mana Devourer was very often higher than the burst damage of actual DPS classes, even crazier than it has ever been in BfA). But healers spent most of their time healing unavoidable damage, so their ability to deal damage was considered a luxury, not yet a necessity.
As someone who mostly plays healer specs, the above is the reason I consider Legion M+ much better. In Legion, healing was a full-fledged, hard role. All the way up to +26 tyrannical keys, every time I progressed 2-3 key levels up, I ran into a boss that forced me to rethink how I heal (going from "I can yolo it" attitude, to actually understanding every little detail about how boss timings interact with my spec and abilities). In contrast, in BfA healing has become a rather passive mini-DPS&support role, requiring little to none healing expertise (with some exceptions, as usual). And this design change goes hand-in-hand with Blizzard fixing the much touted Legion "one shot" meta.
I agree that Hyrja and Xavius were too random on very high keys, but Blizzard certainly overshot in removing too much unavoidable damage from the dungeon design. For example, even Hyrja could actually have been salvaged in multiple ways. Many parts of that fight were very interesting healing wise: such as spreading quickly after Eye of the Storm is over (so that Arcing Bolt does not chain), while having the awareness to spot who's targeted by the Arcing Bolt cast and making sure you can top up that target (from the Eye of the Storm damage) to 100% HP within a second so that Arcing Bolt does not one-shot them. This type of avoidable "one-shot" is fine, and the combination of movement+awareness+cooldown planning (along with, inevitably, on-spot communication) from healers is a very good design. The only problem arised when Arcing Bolt started to one-shot from 100% HP through a personal or external damage reduction cooldown, just because of the scaling. I think the above example is indicative of what most people call "one-shots", at least at the key levels they experienced. Even a one-shot from 90% HP to 0% HP is not really a design problem yet if it can be outplayed by merely making sure that healer tops you up to 100% (which ideally overlaps with multiple other boss abilities, to make it an interesting gameplay mechanic for both the healer and the player who is targeted by the incoming damage).