Same with Covid-who has more doctors, vaccines and infrastructure- its green.
Ofc the team with more healers has more chances.
Go play arenas and get 2 melee cleave you with shackle, see how op healers are:))
Same with Covid-who has more doctors, vaccines and infrastructure- its green.
Ofc the team with more healers has more chances.
Go play arenas and get 2 melee cleave you with shackle, see how op healers are:))
So it’s not clear to you I’m specifically talking about BGs where dampening doesn’t exist?
2 dps should still be enough to force the healer to spend all their defensives or lock them down with CC while killing something else if we’re talking things like casters and hunters. Melee cleave vs melee cleave matchups in 3’s rarely go into dampening for a reason, especially at a rating level where the average bg player would be at.
It’s all just a matter of proper CC and offensive cd usage. if 2 or more dps can’t force defensives and eventually kill a healer then it’s either a skill or gear issue, or both.
Learn game basic mechanics.
You maybe tried healing, but did not like it.
You are not supposed to kill 1 Vs 1 DPS + 1 healer.
You guys realize that in raids (pve), we usually have 2 tanks, 4 healers and 14 dps ?
That means 1 healers can heal on average 4 people.
Also, realize that in raids (pve) and M+, mobs/bosses hit really super ultra hard compared to a player. And healers are able to compensate that.
Now, you could try to balance things in PvP, by reducing the amount of healing done by a percentage. For example “In PvP every heal heals for 30% of its PvE efficiency”. And that would probably be NOT enough to balance things, because healers have access to things like group heals, etc…
Healers are designed for PvE. No wonder why they don’t work in PvP.
Completely different damage profiles.
Implying tanks dont use mitigation. Also tanks being crit immune against mobs unlike DPS/Healers. Amongst others. The overall DPS of a boss/mob being different than that of a player. Also CC being a thing on a way different level than in pvp.
A healer NEEDS to outheal 1 dps. Otherwise you can throw healers in arena out of the window.
Beleive me I don’t have a problem feeling this OP in pvp, I’m just bringing this up because I care about fairness and balance and not all healers have the honor to admit it.
First off your opinion means nothing to me because of your behavior in M+ keys already. Second im not a healer so jokes on you.
And if you want a proper discussion then create said thread in the Rated PvP forum.
i belived the blood dks was the moust OP when it comes to self healing
They do work in PVP.
It’s just more skillful then PVE rotation.
Coordinate to lock out healer, CC ect.
Or we need class with most self-heals to dominate?
I’ve had the same experience playing RBGs last season as healer.
But that experience honestly changes quite significantly when you get to the higher ratings.
Sure against uncoordinated groups, that lack focus and coordinated usage of cooldowns, you feel quite invincible. But as soon as people start to coordinate a little more, you actually feel quite helpless sometimes when no defensive CDs are up.
most miserable expansion ever to heal, gtfo with that nonsense about them being OP
I’ve always found this an interesting issue.
On the one hand, healers shouldn’t be in a state of panic-popping cooldowns forever throughout the game. That’s no fun.
On the other hand, wailing away at a healer who doesn’t even care is no fun, either.
My solution to this has always been and probably always will be mana - a finite resource. Obviously applying this means drastically lowering mana regeneration and, in its place I propose to restore the ability for Intellect to increase your maximum mana.
I don’t think mana regen being too high right now is an issue at all honestly. You run oom in a prolonged team fight very fast.
Right now I’d say that if your team can’t get through healers’ defenses in a BG setting, you’re just playing bad (or you’re undergeared), straight up.
I can tell you from far too much experience that healers are many, many times stronger on retail than in tBC, and they were fine in tBC.
It’s so extreme that Blizzard had to balance the amount of healers in BG’s and RBG’s to limit them to a certain number of the game literally breaks down. The only thing that saves the game from this problem in arena is a stupid stacking buff that punishes every healer equally regardless of prior performance.
Arguably that would be something that would improve TBC 2v2 aswell. 3v3 pacing in TBC is pretty good admittently, but I don’t see huge issues with it on retail either, and the problems don’t stem from mana pool or healing output either.
Depends on how you wanna define strength.
Like you said, it’s no fun being a punching bag, so healers should have a decent amount of control over how to fight off people, which is something that they don’t have enough of currently on retail outside of contributing to CC chain.
I felt like I had a lot more to do on my TBC priest than I did with my retail one.
I disagree with every last word of this so much that I don’t even know where to start.
If a healer is outhealing you without losing mana - and this does happen a lot in retail outside of cooldowns then that’s a problem. If the healer just dies without an ability to defend itself, that’s a problem.
I define strength by how difficult a character is to defeat alone or in a group, obviously.
I disagree healers don’t have great CC. They can set up stuns, they can clone people seemingly forever, they can interrupt, and some even have a no CD poly.
Shamans literally have almost as much CC as a fire mage. They have AoE roots, they have poly (but curse, has no CD with a talent), and they have interrupts and spell disruption galore - far more than a mage. They have an AoE stun (fire mage has AoE disorient). They have slows, fire mages do not. Fire mage 1-ups on Ring of Frost and that’s pretty much it. And fire mage is too strong and shamans too weak according to their role. Just let that sink in.
That doesn’t happen though, they do oom, even in 1v1. DPS not having a meaningful way for a go (mostly in 3v3) outside of major CDs is a problem, but that’s not a mana thing.
I said they don’t have a great way to contribute to the direction of a fight OUTSIDE of CC, not that they have no CC.
Maybe your suggestion of (nearly) removing mana regen and increasing mana pool would work if healers got a considerable hybridization rework where they actually can do DPS almost like a DPS, which I wouldn’t be opposed to, but in their current design framework, straight up nerfing their longevity and/or survivability would just make them play like hybrids without the damage output.
It absolutely does. We’ve seen 3v3 arena matches going to 71% dampening because, before then, both healers are losing no mana.
We had a shaman in out raid group who could do almost as much damage as the bottom DPS. We called him “half a DPS”.
I think I’m done. Not because I think your posts are worthless at all, but just because I can’t be bothered. I’ve given up on Blizzard listening, you see.
You know what? You win, I get peace.
absolute trash of the month? or is this a genuine leggo? haha