Midnight healer changes

I’ve tried out all healers except for evoker, I’ve been playing healer about 3 years now. I feel extremly disappointed with holy paladin, holy priest and mistweaver. My classes feel absolutely butchered. I can understand the agenda especially with new players, I just absolutely think there were better ways to go about it. I’ve seen very different opinions on this matter, some feel there were too much button bloat and some liked it. Neither are wrong, and I dont think the discussion should be about wheter one or the other is right, better and so on because it just comes down to preference.

I think there should be an option to choose which u like best, there could’ve been choice nodes between if u as a player want it passive or not. I get extremly sad that blizzard only seems to care about one part of the groups, when it definently could be implemented stuff to suit everyone. Before buying pre patch I saw an email that they are reworking the classes and that everyone will be able to play the way they enjoy, and at the same time every ability I love have been put as passive, choice nodes between cool downs or one ability removing another.. so it only seems to be true if ur new, or simply dont like button bloat. for me it feels very empty, because i’ts not very entartaining for me to press one two one two, I liked complexicity and having options to what I could do. I never thought the enviroment was enough for complexity since even with new seasons u learn it pretty quickly and the buttons end up in muscle memory. And taking away interrupts for holy paladin and mistweaver just feels weird, it was so nice to be able to help the group and at the same time save my energy from ending up in really heavy healing situations. it dosent make sense either that resto shammy is the only one that gets to keep it, if anything its very much easier to keep track of the interrupts as a melee healer than a ranged one. I’m very much confused also about shammy and druid heal getting to keep almost everything, but holy priest, holy pala and mistweaver lost soo much and they were already simple.

Also, I saw a statement from one of blizzards guys on the beta test that just raged me. “as a new healer it can be scary to see the bars moving quickly” something in that style not exactly sure. But I feel like that only became a “problem” after they changed key system from df to war within? in df u could slowly test it out with easier keys for new players that werent scary. Thats were I began my healing journey, and it definently wasn’t scary, the most confusing part for me was dispells. I can also add that I’ve only owned a pc for 4 years, when I started out I barely knew were Q was on my keyboard. I didnt know anything, how to move my camera. I didnt know what a cool down was, defensive, my rotation, how to interrupt or what that was. literally anything u can think of, I had no idea and I got a full rack of 21-22+ keys on my warlock. That really dosent scream like a hard game to me, absolutely there are harder classes but shouldnt a game strive both to help get in new players and be able to keep its complexity?

If the goal is to gain as much money as possible which I absolutely assume, shouldnt we care for the already existing player base aswell? even if lets say 55-60% wanted this pruning, 40-45% is also a lot of income to possibly be lost. Please Blizzard, give me back my buttons and make it a choice for real! let everyone choose how they wanna play. I don’t want my favorite classes to feel unfun, let alone have to switch game

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You are wasting your time. They didnt listen when people complained in the alpha/beta and they won’t listen now. Even if they do, dont expect more major class changes to come till after last titan

2 Likes

thats sadly true

Paragraphs :slight_smile:

I do agree with you on holy pala and priest being butchered. i did a tw dungeon last week, didn’t really need to do a lot of healing and ended up spending a lot of time auto attacking as my limited offensives were on cd. That really wasn’t fun.

i am hoping at the new level cap things will improve.

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people need to learn how to use paragraphs

but anyway, don’t worry you will get used to new changes and learn how to like them

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I haven’t played many high level content. However, as main PvP MW monk who skiped last season, I gave the try to gear myself with s3 green gear and queue for solo shuffle, here’s my experience.

I got placed in a whoping 2500 mmr lobby against 2500 ish cr players (enemy healer included).

I did not care bout using any UI new stuff because I am super lazy and cba to do it yet because everything is subject ot change before midnight s1.

Healing with instant sheilun gift felt “weird”, having the capacity to top a target from 20% to 100% in a single global every… 8s aproximately.

MW felt stong, not having to care on pushing for interrupts and playing rather safe is somehting that kills the flavour and skill expression and makes gameplay feel lazy and “less impactful”, playing back in LoS with EvM and soothing mist when having to mantainance heal, and poping celestial and or TFT EvM when damage spikes come by feels very telegraphed. I can’t remember having to use life cocoon at any moment due to the tools and HPS throughtput I had in lower dampening stages of every round. Life cocoon in deep damening felt also like a “extra-life” button, preventing a full loss round just by pressing the button, turning the tempo tables and finishing games in the moment that pressure is higher.

I also felt that DPSs were not as good as they used to. Maybe because it is prepatch, or maybe be cause MMR is so high right now, or maybe because the average player that played in hight mmr (talking about season glads btw) was so addon dependant that now don’t even knows when to pop X or Z when Y happens.

I ended up doing a 6-0 with no efford at all.

I felt that I did not have to sweat as I used to, and overall, I felt that the gameplay is so simplified, which gives me “good-lazy” vibes (less impact means less room to commit mistakes, so the cleaner the fundaments, the better results with less variance), but in the same time made me feel sad because there’s not so much room for outplays, at least, not as often as we had in previous expansions.

Beside of PvP, I spent alot of time in the last week leveling characters in TW dungeons. While utterly undergeared, I was able to safely heal through insane damage spikes (talking about doing 1pull segments from boss to boss). Now tank scaling may be busted, but I felt that as shaman or dpriest gameplay is simplified and more straightforward, with less needance to setup for big healing spikes, which is kind of good (again, lazy).

Now what I felt specially on my MW even when playing some M+10 while super undergear, was that sometimes I ran out of resources to do healing. This is obvious and happened always but the feeling is still weird, that weird that I can’t sort my mind yet to understand that feeling, let me explain:

Fistweaving is super good right now, and for sure you always have something to press in downtime, however, when you can’t be in melee range for some reason and have to heal through high healing spikes, once you cast a single sheilun’s gift and run out of TFT, you feel that your healing is like the 5% of what you can do; needing to press a CD in such moments, which… makes you CD dependant as MW monk, forcing the gameplay to be a “CD trading” machine, making CDs feel scripted in a rotation more than ever if you want to adapt to healing spikes. No longer you can heal through “filler” spam with a good setup, you need to use a CD acordingly for “medium” damage situations.

What is comfortable tho, is to know that you have an “on demmand LoH” with high stacks sheilun’s gift, which if played correctly, you should have for every time a spot heal check comes by.

So I’m kinda… happy but not happy with the changes. In my opinion aside from all said above, healing became less micro-dependant and more of a “CD trader” role, which is what kinda was meant to be, but now without the possibility to get rewarded by properly setting up your HPS combos (allowing to recover and or save CDs in some situations).

We’ll have to see how scaling and damage will feel at maximum level in Midnight to see if this changes will make the gameplay boring of fun, but so far, it feels weird. So far however, i’ll give the blame to prepatch.

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the problem was never well understood by blizzard neither by some players, problem never was in high amount of buttons, it was in feeling no impact from them, all what you needed to do guys is to balance talents in a way where all spells have ± same output in “starter basic build” and 70/30 for optimized in one or another way of talent sets/hero spec, making it playable for both - new players who have no idea what to press and for experienced players to find perfect fitting their +1% percent to already intended optimized output

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It most definitely was a problem in DF S1 and S2. Incredible group wide damage spikes. The key change in DF S4 just made it happen sooner for some people, but it was a lot worse in early DF compared to later DF.

As for the healers, I am more than just slightly worried. Yes, healers feel powerful, but everyone feels powerful with 50% Haste, Crit, etc. Our gear is completely bonkers at the moment for the content. What I am worried about is how the class will feel when gear is at normal levels again, i.e. at level 90 in Midnight. I know Megasett has stopped playing Mistweaver in the beta in favour of playing a Mage instead, and I feel that this is a fairly concerning sign of things to come.

I think the number of abilities is part of the problem when compound with the fact that you’re getting them way too fast. Even if you don’t abuse Events like Remix where it takes on slow end about 6-7 hours to level a character (Maybe 4 days to a week if you do it through questing on first char) you’ll have Level 80 in maybe a week. During that time you’ll be barely challenged for first 70 levels and at the same time your ability count will increase from 2 to 20+. You’re not given time to test and learn your skills. In span of few Hours you’re asked to make way too many choices that will impact what you get. So it’s hard to balance it out. Slow down the leveling and players will complain. Touch the complexity and as we see… People complain. There’s no good solution to this problem.

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That’s what I mentioned before, that’s a problem only if skills baseline and starter builds are not balanced in a way that whatever you press(unless you don’t fill all gcd gaps) you got ± same output so it actually does not matter, and only optimizing trees make spells stronger in a way you need them increasing your st/cleave/aoe/survivability output
is that hard? definitely yes, that’s why we love such games instead of tic-tac-toe, and that’s for what class designers paid for
is that worth it? completely sure it is

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I have always been proud to be a good healer even great sometimes when I have time to research all the timings on abilitys and ramp time.

Now when healer have like 3 abilitys i dont see how ppl are able to stand out.

Whats the skill exprecion for us healers now.

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And then what? People still copy-paste their specs from others, not even realizing the possibilities.

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