Feedback: Healing Changes in Midnight

Hello healers of Azeroth, there are some significant changes coming to the pace and flow of healing in Midnight that we wanted to discuss and share our underlying philosophy and goals for these changes.

In The War Within, healing is generally very fast paced and healing spells can rapidly shift your raid from a severely damaged state to nearly full health in a matter of seconds. It is stressful to react to rapidly changing health bars, and is very intimidating for newer healers to grasp what they should be doing at any moment. Healers have a large variety of high power cooldowns they can rotate through to handle basically every major damage event they encounter.

In Midnight, we have made some changes with a goal of slowing down the rate at which you can heal up a party or raid from a severely injured state. We want healing to require less pre-planning of knowing which cooldown to use at which precise moment. We want there to be less ramp-up of complicated ability sequences to get effective throughput for your healing spells. Here’s what we are changing for healers:

Talent Choice Nodes

  • Several major healing cooldowns are now mutually exclusive in talent choices, such as Restoration Shaman choosing between Healing Tide Totem and Ascendance, or Discipline Priests between Ultimate Penitence and Power Word: Barrier

Short Cooldowns

  • Iconic buttons like Prayer of Mending, Wild Growth, or Healing Stream Totem still exist and should still be potent abilities on their own. Several modifiers to these types of abilities have been adjusted, baked in, or removed.

Consistency

  • Core healing spells like Chain Heal or Flash Heal have significantly fewer temporary modifiers that greatly increase their power. We have increased the base throughput to maintain their effectiveness.

Time To React

  • We want to shift your focus away from rotating through several high power cooldowns to selecting the right spells for the right situations.

There are a lot of changes across every healer specialization that we encourage you to read through and experiment with. We know we still have tuning to work on, and some Apex Talents are still being drafted that will impact healer capabilities. The most useful feedback right now for us would be in these areas:

  • What healing spells feel like they don’t ever have a situation to be used in?

  • Are there healing spells you still feel like you must have a bunch of specific criteria met to effectively use the spell?

  • How does the pace of healing feel in Midnight compared to your experiences in The War Within?

  • Are there situations that feel like they are not reasonably able to be healed with the changes in Midnight? Please list specific boss encounters or abilities where possible.

  • How does PvP healing feel with these changes?

Thank you all for reading and participating in our Midnight alpha and beta testing phases.

3 Likes

Remove spells like Divine Hymn, Healing Tide Totem and Tranquillity that heal the whole raid with 1 button. They are extremely boring and just snipes heals from other healers doing a healing rotation.

Make healing cds last shorter and have a shorter cd. Apotheosis has no need to last 20 sec cause you arent going to heal that intensely for that long WHILE the others healers are ALSO healing.

The recent news about Blizzard’s new security philosophy, specifically the changes that will lock down what combat-related add-ons can compute, is poised to have a huge negative impact on how healers interact with the game.

The community has been holding its breath since the major players started reacting. ElvUI officially pulled the plug on their combat modules weeks ago. VuhDo, HealBot, and Cell have been silent, but the worst-case scenario is quickly materializing: the author of the popular add-on Healer’s Serenity has officially shut it down (source: author comment on curseforge).

If this trend continues, healers are facing the very real possibility of entering the Midnight expansion without any of their essential, specialized healing add-ons.

My Two Cents on What the Native UI Needs

I’m a casual WoW player, on and off since the start, but actively pushing end content (mainly M+) in a semi-casual way since Shadowlands, with the seasonal goal of hitting the 3k achievement. My current UI is built around HealBot and Bartender4.

If Blizzard is going to remove the functionality of our current tools, they must step up and integrate that essential functionality into the native UI. They’ve done it before by taking inspiration from add-ons like WeakAuras (leading to the new Cooldown Manager) and Hekili (leading to Assisted Highlight). The core healing UI needs the same treatment.

Must-have features the native UI is currently lacking

1. Unified and Customizable Unit Frames

The current native UI options are far too restrictive. The existing ability to use raid-style party frames needs to be expanded so we can use the same sleek, compact visual style for:

  • The Player frame (Self)
  • The Target frame
  • The Focus frame

Furthermore, we need a flexible option for grouping and sorting unit frames:

Frame Merge Split
Self (aka Player)
Healer(s) merge with Self if the player is a healer
(other) Healer(s) (only show this if the player is a healer)
Tank(s) merge with Self if the player is a tank
(other) Tank(s) (only show this if the player is a tank)
DPS (aka Party w/o Tank/Healer) preferably into Ranged and Melee

The key reason for this customization is muscle memory. As a healer, you need critical targets (like the yourself, tanks and other healers) to be in a consistent, static position on your screen, regardless of whether you’re in a 5-person dungeon or a 30-person raid. For me, this is also true when switching between solo, raid and group content as well as when switching between playing healer, tank or dps.

We also need the optional ability to use duplicates - for example, when I go into raid I want the Self/Player to remain in size and position, the Healer(s), Tank(s) and DPS/Group frames to be in the same dedicated spots as in a 5-man, but all those players/units should also appear in the correct group spot within the main raid frame. Of course, all of this should be optional, allowing players to choose separate, grouped, or duplicated frames.

The same goes for the target and focus. In HealBot there is an Enemy Frame, where you can show bosses and choose to include target and/or focus. The native Boss frame should be transformed into something similar, also with the possibility to use the same raid-style frame as the other elements of the UI. Also in this case, merging or duplicating the target and/or focus should be optional.

2. Advanced Buff/Debuff Filtering and Highlighting

This is perhaps the most critical part of healing. You do not have time to look for one small icon in an array of 20. We need a native system that acts like a customizable Icon Manager for buffs and debuffs.

I suggest five distinct Icon Sets for each unit frame

Set Description Purpose/Example
1a & 2a Normal Buffs (1) and Debuffs (2). Customizable size/position. Showing ALL buffs/debuffs on the player by default. The baseline, non-critical.
1b & 2b Highlight Buffs (1) and Debuffs (2). One or two large icons, offset from the bar, with border flashing and sound alerts (optional). Customizable size/position. Filtered critical tracking. Examples: For buffs things like Prayer of Mending, Atonemen, Rejuvenation. For debuffs things like dispel-at-certain-stack-count, or dispel-when-player-is-in-correct-position, or must-heal-to-full-to-dispel.
3 Tank Mitigation Automated Tracking. Examples: To show that when the tank has an active mitigation buff like Ignore Pain, Barkskin, or Bone Shield up.

How to Implement the Filtering

The simplest bare minimum is to allow us to position and size native “Blizzard-controlled” highlights and add a flash/audio alert.

A much better approach would be to give us a filtering system similar to the Cooldown Manager where we can select exactly what shows up in the Highlight Sets (1b and 2b). If Blizzard is worried about third-party lists, they could implement a “Learning Listener system”: during a dungeon or raid, any buff/debuff displayed in the normal icon set (1a/2a) can be selectively filtered into the highlight set (1b/2b) by the player during that run.

3. Comprehensive Health Bar Customization

Healers rely on visual cues and muscle memory for health status. We need full control over:

Heal Absorb: I need to be able to customize an overlay for this critical state.

Incoming Heals and Overhealing: The visual representation (color/texture) for this needs to be customizable.

Health Threshold: I need to be able to set custom health percentage breakpoints and corresponding colors. For example:

  • Green above 95%
  • Yellow at 75%
  • Red at 35%
  • Some healers prefer to be able to have all bars colored by class

Conclusion

If Blizzard wants to move away from combat add-ons by locking essential combat information - and still have people wanting to play healers, they need to provide the tools to make the native UI viable for high-level healing. The features listed above are not luxuries; they are fundamental requirements for the speed and reaction time demanded by, especially in m+ and raid encounters.

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Healers should absolutely keep their interrupt. And rtetain their ability to do some damage.

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I strongly believe that healers should retain their interrupt ability. That leaves you vulnerable to crowd control while your whole team is in crowd control and you cannot stop the incoming one on you - polymorph, repetance, hex and etc.

Another point for Preservation Evoker is the talent choices - Nozdormu Adept ( Temporal Anomaly mana and cd reduce) on Chronowarden forces you to play temporal anomaly, or if you don’t wish to play it, you have a talent point on your Hero Talent Tree that goes to waste, contributes 0 to your chosen talents and playstile, which i believe should be however you like it without punishing you for choosing it.

Speaking of punishing you for a choice, Merithra’s Blessing does not work well with the healing rotation as you would ideally for maximum healing output would like to apply double Reversion through ECHO, however this doesn’t seem to be the case as the Blessing consumes a charge of Reversion, but does not apply the empowered Reversion as a healing dot/hot however you wish to call it, it doesn’t work.

I believe ECHO + Merithra’s Blessing followed by Reversion should apply 2 Reversion, one of which is empowered with Merithra’s Blessing, but is not being consumed into a big healing, simply heals more as described. At this current moment on BETA it does consume a charge, but does not keep your second Reversion when done with ECHO, which defeats the whole purpose of ECHO in that case, leaving you struggling to apply double reversion which is part of your rotation.

Also Inner Flame ( For 15s after casting Stasis your healing overtime is increased by X amount). Stasis is being casted twice I believe, once at the start and once at the release of the chosen spells. Inner Flame however, only applies at the start even though the CAST after for realasing the spells is a CAST as well. There seems to be some conditions of the word CAST which I perhaps fail to understand, but do please enlighten me if that’s the case as I do have other questions about applying Verdant Embrace into Stasis, getting only 1 Nullifying Shroud PVP talent and when CAST a second time to release the spells, you don’t get that Nullifying Shroud ( Verdant Embrace applies Nullifying Shroud).

There seems to be a long road ahead of development left and I wish to help as much as I can, these are some of my points I’ve written down for my 5 hour BETA experience of Midnight and also main Preservation Evoker since the release of the class.

Holy Paladin

Holy paladin has 4 single target healing spells and 1 AoE healing spell right now and this feels kind of weird if we are pruning abilities.

I think Holy Light could be changed to something like priests new Ultimate Serenity. Big single target and aoe heal with short(ish) cooldown maybe?

Holy is also very mana hungry on beta right now without any real way to manage it and this feels really bad and quite unfair since, as far as I know, any of the other healers don´t really have this problem. We are running out of mana even without casting any holy lights.

Damage is also very low, way too low I think(about 3%overall in 5man content). I know this is also about numbers tuning but I don´t think it should be that low. We should be closer to the tanks damage done and it still wouldn’t not have any real effect on 95% of the key levels. Right now we are pretty much just healbots and while some are ok even like this, I dont think everyone should be forced into this kind of gameplay. I dont have any way to contribute to the group when there is no incoming damage or its low enough that im basically afk and pressing a single spell every now and then.

-casual healer

1 Like