My opinion on Restoration Shaman changes coming in Midnight

Hi, as a lifelong resto shaman I was pretty frustrated seeing the changes coming in Midnight. I honestly think that the new healing philosophy can improve the game, so some of the changes we’ve received are completely understandable, but I feel it’s overdone, some changes are nonsensical and in direct contradiction to the goals the devs posted. And since Blizzard asked the players to give their feedback I’ve decided to give it a go. I am not sure, if this is the correct place to post them, but I couldn’t find a better one. I highly doubt anyone from blizzard reads this, so consider this just a rambling of a player passionate about his favourite character in his favorite game.

First I’d like to discuss the removal of my two favorite spells in the whole game, the Cloudburst Totem (CBT) and Ancestral Protection Totem (APT). I’ve loved the CBT’s design since WoD and to this day it’s one of the most unique and versatile designs of any healing spell. The ability to convert aoe healing into a huge single target heal and vice versa is very cool, visually it’s very pretty and the endless possibility of playing with your CBT timings during raid encounters creates a lot of fun, that has kept me entertained even if the rest of the spec was weak, bland or broken. The path through the years was not easy, many times spells did not work with the CBT, sometimes they worked too well (Legion AG+CBT combo) but it was always fun. I fully understand, that there are people, who don’t like it and prefer using very bland but easy to use Healing Stream Totem. But for them in TWW Blizzard finally managed to solve this. In TWW they’ve been on a choice node and throughout the expansion, both choices have been very viable, both have been widely used so we see that this issue is resolvable and has been resolved. So removing it now, does not make much sense to me. It is not an additional button being a choice with HST, it’s just a option for players who want a more interesting gameplay, why is that an issue in any way?
Now, I understand that some of the talents, especially Farseer hero talents have been changed to work with HST, but that is not an unresorvable issue. With HST being 20s cd, we can have CBT on 40s spawning 2 ancestors, for example. And if the Healing Stream Totem is to be so important, that we need several talents for it, and further spec development can’t handle CBT as a separate spell, why not at least keep the fun part and bake it in via a talent, as many other effects have been baked in for every other healer this alpha. Just having a talent, that gives us “Cloudburst” buff for 10s when spawning a Healing Stream would be enough to keep the spirit and the gameplay that so many players enjoy, while keeping HST as the sole healing totem. It can be even a choice node with Living Stream, changing whether the HST healing is stronger at the start or towards the end.

Ancestral Protection Totem is also a great, unique, fun and flavourfull spell that I’ve enjoyed using immensily. I can’t count how many pulls I have saved predicting when someone was going to die, or just using is as a safety net in a difficult part of a fight. Because shamans don’t have any externals to save people, this spell has substituted that and removing it will again put shaman in a disadvantage compared to every other healer. It always felt great hearing from other players their compliments on me using this spell saving their lives(almost). If it is really that abhorrent to have this one more keybind on bar, I would at least suggest making it a choice node with Spirit Link Totem. They both serve similar purpose, but they have different uses and niches, so it would make perfect sense doing so.

Now I’d like to talk about the proposed talent tree. So what have we lost. CBT and APT I discussed earlier. High Tide and Tidebringer make sense if chain heal receives a baseline compensation. Undulation and Unleash Life removal simplifies the class, I think the specs will play fine without them, however changing Farseer ancestor spawn to HST does create some issues. Unleash Life’s 15s cd was perfect to line up with Ancestral Swiftness and you can hold Unleash Life buff or not use it at all and just use it to spawn an ancestor. With 20s HST and Living stream, you really don’t want to use your important healing cd just to spawn an ancestor. And you can only line them up every minute, provided you use HST on cd, which you might not want to. I think this change will impact farseer gameplay significantly for the worse. We lost wellspring, again I understand it’s one more button, but I also feel bad as I really like the spell. Considering Tidebringer is gone, we lost the ability to spread heal, outside of whispering waves and wellspring could have filed that niche a bit. Otherwise I am fine with other changes, Tidal Waves is a resto staple, but especially without Healing Surge it doesn’t do much for the gameplay anyway.

Probably the most noticible change is the removal of Healing Surge. From one point of view, it could work. Usually we’ve been using either surge or wave, not both. Surge for dungeons and raid spot heal, wave only lately with whispering waves or when low on mana. So I can see it working. However there are important differences, surge is quicker and heals more with the crit bonus. That crit bonus also works very well with other talents. If we lose that, we lose a lot if single target spot healing ability, which is really scary for m+ dungeons. The new wave is 2s cast, that is a lot, when you need to top multiple people up quickly. The other part is mana management. When we get low on mana we have an option to switch to waves. Now that won’t be possible. We get a talent for 15% cheaper wave. Wave is already quite cheap, but if this means that it gets more costly, then we can very quickly run into mana issues. Flat mana cost reduction talents for a single spell feels like a very clunky and uninspired solution. And we have THREE of them. It really feels bad, when you have to lose power so you can actually finish a raid encounter. Furthermore in m+ you don’t always know a priori how much mana you’re going to need. So not being able to adjust on the fly, having to predict “in this dungeon, with this group I’ll need cheaper chain heal…perhaps” that doesn’t sound like fun at all. Chain heal even has two talents that reduce its mana cost. Why?! We have water shield, why not use that to actively manage our mana, like mistweaver, paladins or druids can. Create a way to consume water shield charges so we can cast the spell more often that once per hour, maybe.

With Healing Wave discussion it’s important to mention Whispering Waves. I’ve hated the talent since it replaced Primordial Wave. I was hoping it would never be played, because to make a use of it, you have to just spam Healing Wave. It is in a complete oposite to the philosophy, that the new skill expression is for healers to use appropriate spells for appropriate situation (which I agree with btw.). But the currently used Whispering Waves build is a complete failure. It is just spamming wave after wave, often it doesn’t even matter on whom. The wowhead guide has 3 rows, use riptide, spam wave, use CBT and swiftness on cd. It is a giant failure in design and among the culling of our talents I was really suprised and disappointed to see that this abhorent talent was the one that stayed. Not to mention it’s just a copy of mistweaver core mechanic and now even druid is getting the same thing with regrowths. One thing worth mentioning, even though I hate the talent, it now becomes the only active way of active spread heal, which sounds really scary. The strength of this talent is closely related to Riptide, that also got some new talents. At this point I think it’s too much. For a time when discussing complexity in the game, often times the one example in the community was mistweaver’s renewing mist. There are 15 talents in mistweaver tree that involve renewing mist. The argument was, it is too complex, there are too many talents that work with it. Blizzard wants to cut down on complexity. Right know, in the alpha talents there are 17 talent nodes (21 talent points so 2/3 of the maximum) that involve riptide, 21 if we include Farseer and class tree.(Fyi it’s 7 for chain heal, 10 for healing wave and 7 for rain).

Next a few notes about the pathing. Moving Spirit Link Totem is in my opinion a bad change. Utility talents should not be in contention with throughput. We already have to spend TWO points in Ancestral Vigour, which is a pure utility/defensive node. Having Spirit Link in the way on the top side where we have to path through it is the only way for us not to feel bad about picking it (other than making it baseline). Moving it into the capstone area, where the most potent throughput talents are (or should be anyway) and compete with them, is a horrible design. Please move it back up, preferably as a choice node with AST. The capstone area as a whole has been pretty bad since Dragonflight, two-pointers Undercurrent, Wavespeaker’s Blessing even Ancestral Awakenig are lackluster, boring efects that I hoped would’ve been replaced with such a wide redesign of the spec. The positioning of Deeply Rooted Elements behind either Earth Shield talents or Spirit Link and 2 points in Wavespeaker’s Blessing makes also zero sense to me. I don’t like the spell, a strong random proc of healing doesn’t feel good when you want to be in control of your healing. Every time it procs when the group is full hp it just feels very bad and it also discourages picking First Ascendent to avoid losing the haste buff, which limits the otherwise cool choice of 2min vs 3min bur stronger cd. But nonetheless it is a strong talent that should not be buried as it is right now in Midnight. Overall I am not very happy with the changes in the talent tree, currently I see myself playing with literally only one resto-only totem, everything else is gone or in bad position or a choice against a much stronger cd and it really feels bad, when as a shaman I only get to use one totem.
The last change I’ve not mentioned yet are the new healing rain talents. I think it is good to help the spell, especially for Farseer the spell has been lackluster to the point of useless in most content, so brining it up is definitely a desirable goal. The new Downpour talents are for me the highlight in these talent changes and I really hope they will be playable. The longer healing rain makes sense from the standpoint of many players complaining on the spamming nature of the spell. However it can also be a detriment especially in m+ where we’re often moving quickly to the next pack and without the possibility of moving it (like with the Surging Totem) it’s debatable how usefull it will be in the end. Also Overflowing Shores has been an atrocious talent and with longer healing rain cd it will need a lot of work to make it worthwhile.

To sum everything up, I am very much looking forward to Midnight in terms of changing healing philosophy, addon changes, combat changes, it sounds very exciting. I am however very concerned about the resto shaman. I will be losing most of what I really love about the spec (especially CBT and AST), being replaced by very boring talents like -15% mana cost, +40% earth shield etc. I would have hoped that such a culling of talents would open up a design space for some new, interesting abilities, meanwhile we’ll be stuck with a shadow of the TWW resto shaman, which has been the most fun I had playing my shaman ever (I’ve been playing since WoD). I really wan’t to avoid another tier like this one though, where in raid we only spam Healing wave, but looking at the talent tree, it’ll be hard to avoid that. It really degrades the spec and it goes against the new direction Blizzard has posted, so I really hope, that it won’t end up like that. But it probably will, since we have been one of the least interated on specs since Dragonflight alpha, so I am not holding my breath. My ramble is over.

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I would also like to add that since CDs are cut down and focus is probably shifting to executing a priority of healing spells correctly, the removal of Tidal Waves feels weird to me. I think currently resto shaman was one of the healers that didnt need soo many modifiers to make them work. I just feel that tidal waves has been such a core identity of resto shaman ever since they added it (I think it was with the addition of riptide in Cata) and now it being removed and just baked as some flat talents feels a bit off.
Overall I’m looking forward to the changes coming but I think that some specs are getting pruned way to hard.

My long time main, resto shaman, will probably not return. I am awaiting what will happen, not pre-ordering anything. If I don’t like it, I’ll just go play something else. The changes are too extreme, and who asked for this?

I’m really worried about what state healers as a whole, but specifically shaman, are going to be in with Midnight.
A lot of the “pruning” feels unnecessary. Yeah, fair enough, there’s some button bloat, but rather than removing things have them as modifiers to existing abilitys such as having CBT or HST.
On the topic of HST, i think having the ancestor spawn tied to it is a terrible decision. The way they are currently spawned with Unleash and Swiftness feels good. I understand that Unleash seems to have been culled in the purge, but from what I’ve seen 90% of guides suggest macroing Unleash and Swiftness together anyway. Surely the easier solution is to just merge the two baseline and have it summon two ancestors.

Shaman is the one healer spec I actually enjoy and feel comfortable with, but i fear that with the changes that have been shown, that will no longer be the case.
I hold out hope that Blizz wont just take a chainsaw to us just for the sake of equality, beacuse in my experience with this game until recently shaman was always the unwanted child.

I’m also very worried, and currently disappointed with the state of Restoration Shamans going into Midnight. I have to reserve my final judgement for when all the changes come in, as the current state is very barren, monotone and uninviting to play. But we have not yet seen the new talents for Farseer nor the Restoration Apex talents.

This might not be a popular opinion, but I for one thoroughly enjoy the addition to Whispering Waves and the playstyle it brings. Shaman healers have since the dawn of World of Warcraft only been able to fulfil one healing profile, namely AOE healing mostly with Chain Heal. With the addition of Whispering Waves and consequently the spot/priority/single target healing profile (with splash AOE) Shamans could finely perform another healing role and do it well! Surely the 2 seconds cast on Healing Wave seems long but that is only if you do not gear towards this build (haste as main secondary stat) as this talent build requires. I agree with the comment that you only spend your time spamming Healing Wave with this build, but traditionally, Shamans mostly spend their time spamming Chain Heal. So really that is not a world of difference and should not be used to criticise this talent or play style. I do feel though that this play style only really came together with our current Tier Set bonus, and as such a version of this should really be made baseline in addition to some rework to make this build complete. Having seriously played all healing specs in various content over my 19 years of World of Warcraft, I can honestly say that it has been a while that I had so much fun healing as I did with the Whispering Wave build! I feel that this build has so much potential and would love to see it realised.

Game developers at Blizzard have said that they are removing big cooldowns from healers but looking at the changes at the time of writing this, it seems that only Restoration Shamans are getting axed with this change. To illustrate, Restoration Druid still have access to their Incarnation: Tree of Life, Holy Priests to their Apotheosis, Mistweaver Monks to their Invoke Yu’lon, the Jade Serpent, Preservation Evokers to their Dream Flight and so on. Restoration Shamans will not have any other relatively short power gain button to press after the current changes. In my opinion (before you ask) Spirit Link totem is not a healing cooldown but a utility tool that in some cases could serve as one but it not comparable due to its long cooldown and niche uses.

I do not believe that just taking away alternative talent options is the way to make an exciting spec. Looking at what makes a playstyle work together smoothly and making it rewarding to play is what makes it great! They have done this with so many other classes and specs that I am holding on to hope for an exciting, fun and rewarding Restoration Shaman rework. Losing the Undulation talent and the interaction with the Farseer Ancestors, will really hurt the Whispering Waves build. This because we lose a reliable way to get stronger heals out by casting several Healing Wave’s in quick succession to spawn more Ancestors that help heal and reduce the cooldown of Riptide. 1 Ancestor every 25 seconds (tied to the Healing Stream cooldown) is very weak and honestly feels like a big nerf in comparison. Even with Unleash Life it was possible to keep at least 1 Ancestor up all the time. Unless the Restoration Ancestors themselves receive an enormous buff in power, I cannot see this working very well in the current state. I strongly feel that the different playstyles, Healing Wave/Whispering Waves & Chain Heal, should be respected and left to the choice of the player and I hope that this will be looked at going forward.

I am pretty hyped but also anxious about the next incoming changes (Apex and Farseer talents and the completion of the talent tree rework). Let us hope we get some love and respect from the developers.

Wow. Nice analysis here. Il give my PoV:

This should have been done a long time ago to be honest. But IMO they went the wrong direction.

The way to do this was to merge the good things of both. So basically, take the low cast time of Healing Surge, and put that on Healing Wave with their low mana cost.

So the “new” Healing Wave should have been the same as today, but with a 1.2s cast time. DONE.

This “averaging” that they have been doing is no the way to go IMO. So I agree with this.

With the new talent tree in Alpha, it is possible to take every Chain Heal talent PLUS Whispering Waves. For example:

https://www.wowhead.com/beta/talent-calc/shaman/restoration/farseer/DAAAPRBSVVVRURUgIFWQBBAA

Something like this. And now, Riptide has 1s less CD. Plus, they removed a lot of the initial heal modifiers. So we are back to simply spamming this to put the buff on people.

Which means, in an M+ environment, you literally have a passive 15% cleave on the whole party. Its not like you have so many buttons other than Healing Wave to press.

Well no. Chain Heal cannot receive compensation. They will hit a wall like they always do.

Chain Heal since Vanilla had the same problem: It is the ONLY AoE heal you can spam. Of ANY healer.

And that creates problems. If you on top put the Whispering Waves, Healing Stream, and Ancestral Awakening… that is a LOT of AoE heals. Heals no other healer can come close to competing with.

With the proposed changes, it is 100% clear that Chain Heal will receive nerfs. Not buffs.

IMO those 2 talents should have been baked into 1. Instant cast Chain Heals at full power every X secconds. Stacking. And remove talents like Flow of the Tides that modifies it to make it even more OP.

Its not hard to track ONE modifier like Tidebringer, that needs ZERO upkeep whatsoever because it’s automatic. It’s like HST charges basically.

This can be solved with Ancestral Fellowship talent. Just say you got a 100% chance of spawning an ancestor with riptide. Max 1. DONE.

I am sad it got removed too. What I am most sad about is that Blizzard never had the balls to actually make it viable. It should have been a CR in fact. But Blizzard never wanted Shamans to have BL AND CR. But… given that we lack externals, that we lack any meaningful utility such as PI and MotW…

I would have let us have it.

Yes. This is VERY sad. VERY.

IMO. IF Blizzards wants to go forward with these changes they need to include DPS into the formula.

They could make Healing Wave a 2s cast. OK. But then every 3 chain lightnings I get an instant cast Healing Wave.

If they want Chain heal to be weak and cost 15% mana… then I want Resurgence to give me mana back with DPS crit strikes as well.

Stuff like that.

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I saw the video from Madskillz today, and it is so depressing. I am not looking forward to playing it any more, and it’s been my main for years.

Not aiming to cry about it, esp. here, but I feel I need to look for a different game. They went from one extreme to the other…

https://www.wowhead.com/news/prune-the-modifiers-prune-the-fun-first-impression-of-midnight-restoration-378881?utm_source=discord-webhook

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I like changes. The only change I don’t like is removal of Tidal Waves. They should Keep Healing Wave and Healing Surge with Tidal Waves. They can remove Undulation and Unleash Life but these two are Shaman skills for a very long time.

The change to Healing Wave/Surge kinda depends on how they will manage mana regeneration.

Because atleast in M+ the main use for Healing Wave was to conserve mana. If that is not possible anymore, then they have to make sure we dont go OOM to fast. Given that we would only have 2 spells we can use.

But basically, Tidal Waves is still there. It did not go away. It’s just that now its 2 talents that give passive boosts to Healing Wave. That’s about it.

It is and it is not there. I always treated this mechanic this way. You only casted with Tidal Waves - Healing Wave when everything is alright and you can preserve mana. Healing Surge - when it’s a bit more critical because it’s higher Crit chance with Tidal Waves. Of course you also had this mechanic with Chain Heal giving 1 Tidal Waves. Spellweaving was a big part of Resto and Ele for years. Removing it kinda kills the flavor.

Besides that I like that Resto Shaman has now a lot of passive healing with Healing Stream, Earth Shield and Riptide so you have a lot of time to do other cool and fun stuff on it. Because while we lost things these we keep got tuned.

What other cool stuff? Other than healing, our “awesome” utility consists on Cap Totem and a Kick. That’s about it.

DPS maybe? Could be. But DPS is boring. It’s just padding really. And if they keep the healer DPS this low, what’s the point?

I would have preferred that they give us more passive healing in exchange for a Battle Shaman build. With talents that give feedback loops with DPS.

Yes I meant DPS, interrupting, Cap stun etc. It seems they want you to do more. I mean even low extra dps is better than no dps. I actually don’t like healers like Fistweaver or Voidweaver Disc being able to pump DPS like damage. I think healers should be able to add some damage but not be able to pump this hard. Healers should compete with healers.

Here is the thing. Disc and MW have a feedback loop between DPS and HPS.

That is the reason they pump so hard. A RShaman (and any other healer), technically, does more DPS than either of them. In any season you want not just this one.

However, the impact of not having that feedback loop mean that every other healer had to choose. Either to heal. Or to DPS. And in heavy damage situations (which tends to be the case in keys) all other healers did 0 DPS.

And that is what I am advocating for. To give ALL healers a DPS feedback loop. And it dosent have to be Atonement or Ancient Teachings. Those are unique to Disc and MW.

For a RShaman, as you correctly pointed out, spell weaving should be rewarded. So for example: DD spells count toward Resurgence. 3 DD spells == 1 instant cast heal and vice-versa.

Stuff like that.

And that’s my problem with such gameplay. You are a healer and you are there to heal people. These two specs are dpsing while healing is “side effect”. Because their healing through damage is high enough they can play like this. However it creates disparities between specs that heal through healing. Imo it should be that every healer heals. They can have CDs where their healing through damage is increased so they can do it but most of the times they should just heal and when their healing is high enough they should be able to add damage. Right now Disc or Fistweavers aren’t healers per say. Their gameplay is damage dealing oriented and while people fixated on logs and meters like it not everyone does. Also it kinda makes you take such a healer because you just have more damage. Imo healers gameplay in M+ shouldn’t be just being budget dps that does mechanics for other DPSes that occasionally heals whenever he has too. Right now as healer in M+ you only heal what’s unavoidable. If someone mess up mechanic he will get one shottef anyway.

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And that is what I cannot stop repeating to people. Healers (and tanks too) have this problem that we have abilities with a cap.

Healers have over-healing. Tanks have over-mitigation. But DDs? There is no such thing as “over-DPS”… it dosent exist. So it’s absolutely logical to dump those extra GCDs into DPS.

So yes, healers heal. But what do they do when they dont? Because people dont have any more HP than 100%. That’s the thing…

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And you might say what healers have been saying since Vanilla… well increase the damage, so we have something to heal…

OK… Then we find ourselves in 1-shot situation. S1 TWW. Then we buff healers. Then we are back to AFKing half the time. Buff damage again… so on and so fourth…

It has happened like… 5 times in 20 years. Same loop. Same results.

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What has blizzard done to get out of the loop? Well they increase the % overall DPS healers do. And now, its EXPECTED for us to juggle HP bars and DPS. And we enter SL healing…

They tried increasing the HP of people (like in DF). FAIL. Because now, 1 heal of ours does 5% of an HP bar and we cant deal with basic healing checks.

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I wont stop repeating… this “healers should heal” attitude only stagnates the roll. It keeps us in this “limbo” state.

I already told you what the solution is: Keep the % overall low, so it’s not expected. And add feedback loop mechanics to HPS.

That is what they did with tanks. With talents like Brutal Vitality (and others). And it works like a charm.

Disc and MW are healers. They just have a DPS —> HPS conversion. But it’s not the ONLY feedback loop you can do. There are millions of other ways to do it.

Atonement is just the laziest, most simple ABC thing you can imagine.

Dont be so short-sighted on the absolute DPS #. It dosent matter if healers do 1M or 10M overall. What matters is what HPS does that DPS bring.

Agree with this except feedback loop. I’m extremely against it. You play healer to heal not to convert DPS to healing. It’s a healer role so it should heal. If every healer will have dps to hps conversion everything will be homogenized and boring and differ only with rotation. I actually enjoy healing.

I don’t agree with this because this DPS → HPS conversion is a “smart heal” that sometimes doesn’t work as it should. It heals the lowest HP person for MW and aoe for Disc.

I’d prefer them to heal and dps in downtime as you said. Nobody is against dealing damage when you don’t have to heal but it’s other way around now. You rarely heal because is someone fails on mechanics he is most likely dead anyway and you are dpsing more than healing. While Disc and MW are just DPSing and healing happens by itself. I’d prefer them to heal and for example DPS while they pop CD like Monk had that “The Way of Crane” talent. I think that healers should be healing and dealing damage when they can not just pump dps 24/7 and just because dps to healing conversion is high enough they top somebody. It’s completely dumb.

Who said a direct conversion from DPS to HPS? You keep having your mind closed.

What I am saying is: When you cast Chain Lightning on your down time… right now it means nothing. The numeric value is worthless.

If you make CL hit for more, then you are EXPECTED to do DPS. Not doing it, would be a massive overall DPS loss. If you make CL hit for less (like now)… then what is the difference to just sit there AFK?

All I said is that you can get creative with the value Chain Lightning gives. It can give MORE than just DPS.

For example:

  • Mana regen.
  • Instant cast heals.
  • Shields.

Ect… It dosent have to literally give HPS right there. I hope you get my PoV now.

You WILL use CL like it or not. Either because you NEED to, or because you are simply bored. Your pick.

Lets make it give you something valuable. Not just HPS/DPS.

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Ok then it makes sense. I agree then. Healers that heal with constant damage like Disc and MW should have overall smaller DPS so at the end they are equal to other on metter. Healers that have to heal and only DPS in downtime should have higher hitting abilities. With this I agree.

Let’s say Lightning Bolt recharging Earth Shield or extending Totem or let’s say Druid HoTs also makes sense. I thought you mean every healer being like Disc or MW.

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Btw my favorite power that became talent was acid raid.

Pretty simple, and helps with dps, even passively, just simple damage linked to a heal that you would drop passively.

But on your note, the opposite of what you fear would be funny. Any overhealing done to targets, does X% damage to enemies around the ally healed. So shamans are encouraged to “heal” people, even if not needed, because that extra healing converts to damage.