In general when you pick a role as a healer in game, is it intended to make it absolutely not enjoyable in pvp because the class design isn’t the best to be honest. Main healing spells are doing some healing but there are classes who are not doing anything. Healing reduces are not anymore fun, but where the line has to be drawn? Healing reduces are too strong and they negate too much your output as a healer. Evoker is really strong but i’m completely honest to say that it’s the only healer right now that can react in pvp and even in m+. Other healers are not designed to the burst of damage we experience now. I agree it’s frustrating but i’m not agreeing to any statement that it keeps you as a player on your toes right now, nor that a player sees any fun in it. Frustration is not what a player looks in pvp. Burst damage idea has to go away, or you have to consider to design every other healer to handle this dmg and add healers more spells with absorbs. Even in competitive sport this is not ideal, the balance has to be there, even in some way. Now it isn’t enjoyable. Healing is a skill and that’s what it needs to be in this game.
Why is it frustrating then? It’s the pace of the game when your enemy gets back to you with a charge, leap, rush, etc and there are multiple of these and a top of this you get healing reduce effect on yourself but that is passive but it totally won’t give you time to do anything. As a healer you get the idea, defensive cooldown is traded as there can be any damage that can kill you. After trading defensive you should be alright but it might not be enough as in 3-5 seconds your game ends and you die. This is the problem as gap closers have passive damage and damage spikes are all over the place. With the amount of dmg in the game, one healing over time effect traded as a filler won’t do numerically enough as it should, dps trades in same moment instant cast or healing reduce that negates your healing by 50% and the next heal you cast won’t save anyone. Do you see where the problem is, it is similar to a dot on a target, but it’s a hot. Hot’s are not doing nearly as much healing as they should. How this can be fixed? Healer role is unique as dps or a tank and it needs now first aid.
Mana - idk why do we need mana anymore in pvp, there’s dampening and enough burst to kill even on full mana, also is not balanced since some healers oom way too fast while some like mw don’t know what oom is. I guess they want mana to speed up games but all it does is making healer more complex.
No room to breath - meta is fast, you can’t just relax and enjoy.
I sincerely think blizzard are intentionally trying to kill PvP, so they don’t have to deal with that part of the game anymore.
Just scrolling through the forums and listening to streams etc, its pretty evident the vast majority is unhappy with the bursty ultra rapid pvp style we are currently experiencing. Healers are stressed the f out from the burst. Yes, even the pro healers. The new talent system added way to much utility to all classes too. More CC, yay…
IF they are NOT trying to kill it, they need to start listening to the players. They are completely out of touch with their customers atm, and that will make ppl quit, for sure.
Some of my thoughts on changes (not all of them, but some examples of changes that could make it more enjoyable):
Tune down burst, obviously.The current burst is out of line. yes, many of the matches are pretty fine in terms of time. A 4 min match is in my opinion the perfect length. But the poor healers will die from cardiac arrest with HP that spikes like it does now.
Make ALL cc share diminishing returns, except for stun (sheep, fear, hex, cyclone, trap etc etc).With the current burst, not getting to heal for longer periods of time is way to harsh. Its also very frustrating and unfun to be CCd for longer periods of time for both DPS and healer.
Make CCs diminishing be on the caster, not the target.If i sheep player A, the diminishing effect will also be on player B and C to. Less frustration, and more decisionmaking.
Do we really need healing reduction abilities?Remove them and more diverse comps will be viable. It would also lessen the burden on the healers. Dampening is there anyway.
Never have I ever saw mw go oom and I played on all ratings are we playing the same game or u just trolling?
Whole point is to make healers more complex and unfun?
Counterproductive if the goal is to have more pvp healers which the game needs, especially when most of the dps-es are so braindead that a 5yo child can play and do good with.
yes the only healer im facing today in 3s from 1.9-2.1k is mw, they just dont lose mana.
Well u can’t speak in everybodis name now can you.
Also when u look at most popular/played classes, it’s always gonna be something that’s strong and less complex like dh/warrior/hunter etc.
Mana is outdated and unnecessary and yes it does make longer dampen games extremely complex for healers while it doesn’t effect dps-es at all.
Also that’s my own opnion on healers you don’t have to agree on it, there’s also no point in talking over it for 2 hours
Well you are unlucky then, not only do your mate low damage, you also run into second least played healer spec.
How do you look at that? Xunamate? Fury is not even top 5 and that’s just melee. Adding other specs, it’s not even making into top 10. Hunter is even worse.
DH was never as complex as it is now btw.
People prefer something that’s very strong in the first place, then they want some complexity because it’s simply more fun long term.
Healing is always unfun when burst is too high like it is right now, when classes like DHs, elemental shamans, hunters, mages etc can do like 200k dmg in one global then of course healing is awful, you feel powerless and the game just feels stupid, how are you supposed to press your save button when it takes the server longer to register the key press than it takes for your teammate to die?
The worst as healer seems SoloQ MMr or raiting gain
I was learning healer and was doing pretty much pretty midiocer
Then i get better and was doing good, from my first games my MMr dropt low and never revoverd winning 6 rounds or 5 bring me 20 raiting winning only 2 rounds at my raiting i loose up too 70 Raiting WHAT ???
I will with the beginner for the rest of the season seems like
In 2s it work fine and i am alrdy way higher then my SoloQ Raiting
(Edit; i dont find CC too high player are just bad too stop it, maybe 40yard range instant cc should not in the game but, in 3s two other player should then stop folloing CC, wich the often dont)