Here are some suggestions to fix healer shortage in M+ in the future, and S3 especially. Its divided into 3 parts: Damage profile, balance, new player UI.
DAMAGE PROFILE:
There are enough posts in this forum complaining about the high damage and the impossibility to heal it. And most of the discussions revolve around lowering this damage and having healers DPS, or making it bigger but creating very spiky damage profiles.
I have a different take on the subject. I have noticed that in M+ mobs and bosses have random targeting of abilities. And this is what causes problems in my opinion.
Right now damage is very high. But why do healers need to heal that ASAP by any means necessary? Well because that individual can be hit by something else in less than 1s and die.
So, by designing dungeons such that mobs have a priority targeting would allow dungeons to keep high damage, but remove the spikiness of that damage.
For example: you cant be hit by 2 abilities (avoidable or not) by any mob your are in combat with in less than 2s. That mob would have to target someone else.
And should there be no candidate in the party to target, then by default any ability would get targeted to the tank. Which would also make the tanks less “immortal” but keep their self reliant toolkit intact.
That would give healers 2 to 3s to heal an individual or party up, removing the stress of healing but keeping the damage high and “healers healing”.
BALANCE:
Balancing is hard. And the harder it is, the more difference there will be between “meta specs” and the rest. There are just too many variables to consider. So the game now is to find the least amount of variables to homogenize to prevent all healers just being the same. In my opinion, 2 variables are enough to minimize healer disparity while keeping maximum play-stile difference.
A) Since SL I have noticed that all meta healers have 1 thing in common: ways to “store” over-healing as a shield. It used to happen with druid, and it happens now with HPala.
This is a very powerful skill to have and I think every healer should have a variation of this. In exchange, nerf healer throughput. This would simplify healer balance and would allow all healers to keep their iconic abilities: Palas their instant lay of hands, shamans chain heals and totems, druids their DoTs, ect…
The change would allow each healer to be unique, but none of them to be OP depending on dungeon design and damage profile. Easier to balance them out.
B) I think its time to make all dispelled abilities to be magical. To make any healer dispel them. If the devs want a dot to do damage and prevent dispels (like what bleeds were before Evokers showed up) then do it. But no more dots that only certain classes can dispel.
NEW PLAYER UI:
Right now, if you create a level 1 character by default he is a “dps”. In fact, the “exiles reach” intro mission dungeon at the end is actually done as a “dps” with NPCs tanking/healing for you.
I think this is a mistake. The option to specialize to tank/healer (if your class allows for it) should be given before that dungeon. And if you choose healer, there should be a party frames and click-on-party frame by default for the 1 or 2 healing spells you get at those levels.
And this “by default” UI should be kept through leveling and appear every time you change to healer spec. And if you get a new targeted healing spell, it should be added to this “default UI” with the flashing box you get now for any other ability.
And this default UI can be bad. As long as it has party frames and the macros to click heal are there, its more than enough. If that new player reaches end game content with the intention to continue healing then he will download addons/weak-auras that better suit his play stile. Like we all do.
Let me know what you thing of these suggestions.