Heal doing 0 damage in casual content = Griefing?

My DPS is so inconsequential that if I were to completely stop doing any damage altogether, it’d roughly make a 2 minute difference to a 30 minute dungeon run. Due to the awful scaling of healer damage, this time would only decrease the bigger the pulls get. Why do people even bother asking healers to DPS, the impact is so little that it can be overcome by the DPS trying just a bit harder.

Blizzard should give healers tank DPS, but I guess that ship has sailed a decade ago.

You are greatly over-stating the impact our DPS has on the timer. It’s not 2 minutes. More like 30s or something like that.

A gigachad healer DPS is like 1.5M. A DPS does 11M overall. And there are 3 of them (plus the tank)…

IMO no. That is not the solution.

More numerical DPS just means more pressure to the healer to deliver that DPS. Which is not what people want when they say “healers have to heal”.

What blizzard SHOULD do is to create fun mechanics where DPS impacts future HPS. The absolute value of said DPS can remain low. 1/2 of what a tank does (or 1/4 of what a DD does).

Things like:

  • 3 DD spells == 1 instant cast heal. 3 Heals == 1 instant cast DPS spell.
  • Mana Regen.
  • DD spell buff next heal…
  • DD spells apply the “homework ramps” some specs have (like spreading riptide buff arround).
  • DD spells increase the duration of certain automated heals (such as Healing Stream Totem).

Things like that.

no it simply means the healer is not skilled enough and won;'t reach the highest keystones anyway.

This thread is next level sweat. Touch grass guys, healers are for healing, good ones can dps as well, great.

Which fish the op caught ?

I’m sitting at home, not contributing to society anymore today after work. Should I now go back to work as well because I’m not contributing right now?

Think about it. It’s literally the same mentality in a different setting.

Pff .start serving your cat or dog hooman .

If it would go the way my cat wanted, I would shut down the PC and go to bed so she can sleep on my blanket next to me (it’s btw 3pm here).

I don’t think that’s important right now.

I’m usually between 850k and 1m, and my DPS friends are around 6-7m. This is what I said, if we were to make bigger pulls, their DPS would go up, while mine wouldn’t in the same way, thus reducing my contribution.

And I am not looking for a solution, I am looking for a way to make playing healer more enjoyable outside of dungeons. You can play tank outside of dungeons or raids, in fact, it’s very beneficial because you can pull large amounts of mobs and just AoE them down. But healers are being punished for existing outside of group content. It’s only indirectly related to the topic outside, but a pet peeve of mine.
As a Mistweaver main, DPSing to heal (whether it is fistweaving or getting instant Vivifies through RSK) is already part of the spec :wink:

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Stop posting on this alt .you have achieved the perfect post count 6 69 on it .

If i wanted to dps i’d pick the dps role.

Maybe fix the ”Sometimes requiee 0 healing” instead

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That is where I will disagree with you. Tanks and healers, by defenition are 100% group content specs. 100%.

Even tanks. What you describe they do in Solo Content is just a coincidential “work arround”. I know, because if those same tanks changed to DPS they would acheive the same twice as fast.

One could even argue and have valid points to justify that this whole game is not built for Solo Play. And that Solo Play is just a coincidental “workarround”, even for DDs.

And honestly, people have ZERO excuse not to change to DD. Just change to elemental (same gear) and use the OBA cause I dont feel like thinking. It’s what I do. That is more than enough to do ALL Solo Content.

But DPS to HPS is not the only mechanic out there. The lack of creativity by Blizzard when it comes to this is astonishing…

I sure hope you like 1-shots then. Those you cant heal, and that is what happens when you “fix the sometimes require 0 healing”. :slight_smile:

By definition, all specs should be group specs. The only reason this is not the case is because of Blizzard’s horrendous role balancing.

Generally, MMO roles used to be set up like this:

  • Tanks are supposed to withstand large amounts of punishment, but deal little damage and need external sustain.
  • Healers can give this sustain and have good crowd control, but do very little in the way of damage
  • DPS have large amounts of damage, but cannot control mobs and have paper thin defences.
  • In Short: DPS need tanks so they don’t get killed, tanks need healers so they don’t die, healers need both so they can kill anything.

Other MMOs have circumvented these limitations by giving all roles tools to either sustain or DPS to some extent, so the game is enjoyable for all roles. WoW, however, does things a bit differently:

  • Tanks have amazing sustain, mitigation and damage. Tanks have not been a group role in a long time. Tanks used to “suffer” from low damage, like healers do now, but Blizzard buffed their damage to be competitive with DPS role in open world content
  • DPS have always had great damage, and in most cases ways to control mobs in a way that you can kill them before they can seriously hurt you. Not a group role by any means.
  • Healing on the other hand is the only role in the game that is still considered a “group role”. This puts healers at a severe disadvantage, as there will always be this one person that says “well, group role, duh”, and Blizzard will never address the issue.

The main problem, IMO, is that the entire reasoning hinges upon the perceived existence of “group specs”, when there are none. For “group specs” to exist, “solo specs” need to exist. In theory, they do. You have Demo 'locks, BM Hunters, Ret Paladins and pretty much any tank under the sun. They should, by this logic, be borderline useless in group content, because they’re not “group specs”.
Either all specs work in all types of content, or you have to single out specs to put into either the “solo” or the “group” bag. Taking an entire role and labelling them as “group” while everyone else gets to enjoy both worlds is just unfair. So, either they remove damage from tanks and make it impossible for “solo enabled” DPS specs to contribute to group content, or they should think of ways to remove the “group role” stigma from healers.

Sorry for the rant, but this is something that really has been grinding my gears for a good part of the last 20 years.

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I just stopped playing healer.

Works as well.

Kinda proves my point then.

Damage too high? Reroll DPS. Damage too low? Reroll DPS.

What was your point again?

YES. But that created more problems than what it solved.

Let me correct your categorization to something more correct:

  • Tank are supposed to keep aggro.
  • Healers are supposed to keep HP bars up.
  • DDs are supposed to reduce mob HP bars down as fast as possible.

Let me just say what happend. And why are the specs the way they are. Let me just focus on tanks, because it explains everything quite well.

  • Tanks have DPS because agro is a really difficult mechanic to track. Especially when there is more than 1 target. So blizzard did the right thing to consolidate the 2. More DPS == more agro.

  • Tanks have self-sustain because they cannot balance out healers. If you have 1 party member gettin hit all the time by everything, you need a conmensurably powerfull healer that can heal such a massive HP pool. But what happens if that same healer switches targets to something else? What happens is that all of a sudden he can heal anyone else from 1% to 100% in 1 GCD.

  • Healers dont have any comensurable DPS because of similar balance problems. The more DPS healers do, the more is “expected” of us to do it. The more “dps” we have to do (numerically speaking) the less HPS we have to do. It’s a snake that bites it’s own tail.

  • DPS have devensives because in order to balance healers, you need to create the damage for said healers to deal with. But what happens when you get a combo-wombo? For example, get hit twice in a row by some “nuke”? You need something to deal with that.

ect… I can give you so many reasons as to why things are the way they are. But ALL of them are because you need to balance out encounters for the holy trinity. NONE of that has to do with Solo Content.

The power of specs in Solo Content is just a “colateral benefit”. Not intended. Pure coincidence.

By the OP’s logic, since very little healing is needed in casual content healers are griefing by not choosing to be in dps spec and doing big dps while keeping everyone alive with off-heals, as well as doing interrupts. Also since the content is easy a healer is griefing by not tanking one or two adds which he could tank without dying, while dpsing off healing and interrupting of course.

In fact, in a casual dungeon a healer is griefing by not soloing the entire dungeon by himself since it is technically doable in casual content.

You cannot make the “tanks need aggro” argument, while at the same time ignoring that Disc and MW also need to be adjusted for healing all the time. It’s a non-argument. If tanks have threat issues, simply increase threat generation. There is not even a need for tanks to do any damage. Sunder didn’t do any damage, and that worked just fine.
Go on, reduce tanks to healer DPS and just see what happens. They’ll riot and burn down the forums. But we’re supposed to take it because for some reason healers are the only “group role” in the game?

Also, taking trash/boss health is also not a valid argument, as this is one of the things that can get adjusted just as easily. If you balance an encounter around 1M healer DPS, you can balance an encounter around 3M healer DPS.

But I guess we will not agree on this at any point in time, so I’ll drop it now.

It’s not about disagreemeny Elysia, its the fact that your very obvious disdain has blinded you from the real reasons tanks and healers are the way they are.

Tank DPS is FINE. Like I said.

YES. But you needed a way to track in a pack of 10 mobs who needed an “extra sunder” to keep the agro up. Instead, warriors got Thunder Clap and Revenge that simply DD everyone arround them to maintain that agro.

Remember. Agro is not a #. It’s a table. Everyone has some agro on the mobs. The tanks’s job is to make sure he is #1 on that list.

THAT has was hard on tanks. That had to tab-target all the mobs 1 by 1 checking which one was “low on aggro”.

No. But it’s a skill expresion for tanks. Use resources on surviving or on DPSing.

The only difference with healers is that they dont have to swith targets to do that, and most importantly, they have tools to transform a portion of DPS into survivability. With talents like Brutal Vitality.

Plus the feedback loop between DPS and Agro I have exposed above. That eliminates the need to check aggro tables anymore, implies DPS is USEFULL for a tank.

But unlike Tanks, healers dont have all those feedback loops. And that is why tank DPS is higher than Healer DPS. Because it CAN be. They dont sacrifice anything to have it, AND it improves their gameplay.

But us healers are still stuck in this “healers should heal” mentality.

In addion, YES. This is 100% true:

You can slash Tank DPS by half if you want, nothing will change as long as the % modifiers to aggro are doubled.

But they STILL have those cool feedback loops between agro generation, survivability, and skill expression.

Something we, healers, are not open to accepting. We want to heal PERIOD.

My list of suggestions above about healer DPS, NONE of them were about the “absolute value” of healer DPS. I dont care if I do 1M overall, or 10M overall. The absolute DD value is a DD problem, not a healer/tank problem. Which is what you advocate for by the way.

The point is that we lack all those feed-back loop talents that would make that a skill expression. Unlike tanks. And THAT is what healers need. And THAT is how you solve the “healer DPS problem”.

So you see, we do agree in the end. But we have to stop focusing on the absolute value of the DD. That’s all.

In casual content level its 99% of times better if healers focus on healing instead of DPS.

Unless you Play with complete Muppets or carry someone then its never the heal DPS which woudl make you time or not time keys.

There is howevwr a lot a lot of bad players who want carries and blame everyone else if key is not timed only not their own bad dps