Healer nerf? Really?

It isn’t going to change of course. Blizz is not making it less spiky. They even make it more spiky since players get 25% more damage. It is just that players also got 25% more healthpoints.
But since we heal less % of a healthbar we need to react even faster on the bigger damage input, if we want to make it before the next damage hits.

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As I read the statement, the 25% change is being combined with a reduction to spike damage.

The goal seems good on paper.

I just don’t trust them to actually do the tuning in the 2 weeks they left themselves, late in the cycle when people are getting bored of PTR and giving less feedback.

I hope to be pleasantly surprised! But I expect it to finally work as intended by 10.1.5.

The whole logic is just wrong of blizzard. If they want less spike damage they should not increase damage with the same % amount as healthpoints of the players. This means healthbars stays visual on the same %, but in absolute numbers it is more health lost. Which means we just need to heal more to top players before the next damage spike hits.

They literally say (blue):

I am literally asking which healing abilities are they referring to.

As a healer, I find I have far too much time to do damage, than heal though. So it’s just meeting the expectation that comes with being a healer.

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My top dps is this season 9k overall :joy: And i timed up to +21.

Poor babies, now they will actually have to play the game instead of getting carried by good tanks and dps.

You mean we need to get carried even more?

As I experienced it this season, it’s always coming down to the party.

Healing a key is either very chilled, or hell to go through, depending on the interrupts and other various events that are, most of time, out of my control.

Overall, it makes me feel that wether I’m doing a good job or not is the amount of mistakes I can fix, and how hard that is can very much differ if you play, let’s say Druid or Priest.

There will be keys in which I can do damage most of the time. And there will be keys in which I struggle to even top people.

I understand the issue is nonexistant with a fixed group, but this is not the experience of most of the playerbase. And I feel that this change will make the keys/group with which I struggle even more demanding.

That depends on the party.

I have keys where I’m doing 20-30k dps and 18-30k hps. I have keys where I’m at 5k dps and doing 50k hps.

the word Can there does a heavy lifting. A maximum 0.001% of keys are even done this way and even people who do this does it better with a healer.

Also remember guys we are getting a new raid and also new dungeons they can make the damage intake not so spiky if they want to do so.

Meanwhile:

Cragmaw tantrum. And then everyone spreads out to squish the eggs. No sanctify healing for that.

Yeah, I still remember that fight from BFA. It was dumb back then and it’s still dumb.

While true, I think it’s the last part of this statement that’s key:

Having opened with a statement implying high spike damage is problematic, I would be very surprised if they did not then apply appropriate tuning to those moments of high damage.

They’re raising overall creature spell and melee damage by as much as player HP because it isn’t the overall creatures that tend to crush healers (at least not on tyrannical weeks). It’s more like the damage bursts on RLP first boss, where you get a bunch of pulses for ~10% hp, followed by a big kapow for another 50%. The healer needs to be responding pretty much on tick with the pulses, else the group dies on the kapow.

With the tone of the post, I am expecting them not to raise the pulse and kapow damage (the spikes) by the full 25% - if at all. I think that is the appropriate ability tuning they are talking about.

My overall feeling is that we’ll get more scenarios where with moderate healing (e.g. the healer ramps reactively to the environmental cues instead of proactively to a timer bar) the party can finish a damage phase with everyone at 20% - however they aren’t completely out of danger because there will be more party damage between those bursts.

To me, that’s been one of the pain points of certain specs this season, and I think that’s inline with the talk about spike damage and giving healers more time to react. A healer who knows their spec but not the dungeon shouldn’t get caught out and wipe the group because they didn’t know about the massive damage about to start. There should be opportunity to fudge it through the burst and patch up on the far side.

On the whole, it seems like Blizzard are trying to make room for decent-but-imperfect healers to not instantly wipe the group - a burden that at least 3 of the party generally don’t have to bear (and frankly tanks mostly don’t have to be that proactive either).

Feels positive to me. I like the idea, I just don’t have faith in the execution.

Hope to be proved wrong, and we have a smashing 10.1 start with healers in balance, and a bit less of the awful “healing checks” where some specs are just much better than others due to their rotational group healing or cooldown invervals.

it is good to stay positive of course :slight_smile:
But under that statement they say

  • Player stamina increased by 25%.
  • All creature spell and melee damage increased by 25%.

I understand blizz has the freedom to tune different abilities seperately though. So we’ll have to see. But they do not have a good track record. Also it is better to overtune stuff first so they can nerf, instead of undertune and needing to buff later.

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Still I suspect people are making a bigger deal of this than the reality will be. if it is a problem healing will just end up getting buffed. But most of these changes are usually designed to hold back the top end, rather than the lower.

I have actually been trying to get some people together to test this out on the PTR. As I’ll be maining my Holy Priest going into this season. So would be nice to get a view on it.

I think that’s the point; they start with ‘all’, then address the specific spikes (healer checks) because there are far less of those than there are of ‘everything else’.

I like the message of their post as I interpret it and the long term goal feels very good. But doing it in 2 weeks having (I believe) ended PTR raid testing? :grimacing:

Definitely starting 10.1 on meta spec, will alt the lower tier healers later when the dust has settled. Happily for me, I really enjoy both preservation evoker and resto shaman, so I can pick either and run with it :smile_cat:

Which makes the change pointless in the first place.

It will also set the community perception and buffs won’t change much once that’s in place, which we’ve seen now in season 1 already.

God tier for the raid.

Absolutely awful for dungeons.

not if you quote me in context (granted I might have added this before you made the original quote):

It doesn’t hold back the top end only though.

It echoes through all the echelons of m+. We saw this in season 1 as they did the same stuff there, we’re going to see it in season 2. Some healers will basically breeze through while others will struggle, due to spec differences in how they heal.

Well lets wait and see how it turns out.

Or maybe go on the PTR get a group together try it out and then put in Feedback through the system where they will actually read it.

I have been on the PTR. It’s going the way of season 1, it’s a lot easier to heal the dungeons as a resto druid than as a holy priest.