I’m an overly addicted healer who’s been playing WoW since the original TBC. I fell in love with healing back in Ulduar during WotLK, and since then I’ve played pretty much every healer class going, not just in WoW but in every MMORPG I’ve touched. It’s probably an unhealthy obsession at this point.
But that’s how I enjoy these games.
I love joining a group, keeping everyone alive, being challenged and actually feeling rewarded for it. It’s a huge dopamine hit for me. It’s also how I decompress. I get to escape into Azeroth for a few hours and enjoy the game the way I want to play it.
Apparently, the Forever devs have decided I should enjoy questing instead.
I understand wanting to bring the community together and encourage people to explore the world. That’s great in theory, but you can’t force community interaction. People will naturally gravitate towards how they enjoy playing. And realistically, how many people are going to stick together as a full group, running around Azeroth questing all the way to 60?
Levelling as a resto druid right now is an absolute slog. I’ve genuinely started feeling disheartened about logging in because I’m being pushed into playing a way I simply don’t enjoy.
36 XP per mob in a dungeon. Thirty-six.
It’s pitiful.
And is it really any surprise there’s a lack of healers? There’s barely any incentive to run a dungeon more than once. Meanwhile, anyone wanting to level as a dedicated healer is essentially griefing themselves because our damage output is abysmal compared to actual DPS specs.
I don’t want to spend hours painfully killing things out in the open world. I want to heal. That’s literally why I rolled a healer.
And don’t even get me started on the dungeon sign-up system. You list yourself and within ten seconds you’ve got 15 invites and whispers flying at you. Clearly there’s demand for healers and group content, yet the actual rewards make repeatedly running dungeons feel like a complete waste of time.
I understand the concerns about spellcleave groups abusing dungeon XP, but surely there’s a better solution than making dungeon levelling miserable for everyone else?
Even something like 100 XP per mob would be a massive improvement. Alternatively, give bosses a substantial chunk of XP. That way you’re rewarding groups for actually completing the dungeon rather than endlessly farming trash mobs.
I’m not asking for dungeon levelling to be the fastest or easiest way to reach 60. I’m asking for it to be a worthwhile way to level.
If the goal is to encourage community interaction, why are we removing the incentive to participate in one of the most social parts of the game?
I genuinely think gutting dungeon XP was an extremely poor decision, and I know I’m far from the only person frustrated by it.
Give people a choice. Let questers quest, let dungeon runners run dungeons, and let us obsessive healers enjoy keeping you idiots alive.
At this rate I’ll be waiting for WoD, and considering I thought WoD was utter garbage, that really is saying something.