Possible improvement for healers

The last couple of weeks I have been running M+ via Discord group making. This improved my joy in mythic+ drastically for dps and tanking. I like playing M+ again as those roles. I still don’t like playing M+ as a healer in most cases. As healer I’m to dependent on the skill of my fellow group members if I enjoy it. If they don’t stand in things and use their toolkit (like defenses, self healing and interrupts) it’s really nice to heal. If they don’t, it feels like hell to me.

I think there are ways to solve this issue or at least improve it from a healer perspective.

Hereby a few possible changes:

  • Grim Batol → Faceless Corruptor → Corrupt. Make this debuff do two things. One is healer mechanic. The debuff does like roughly 150% of players health. Or some value that is healable. The other part is a mechanic for the affected group member. If you don’t use a personal defense cd you will be placed a cocoon and can only dps that cocoon. You have to free yourself.
  • The Stonevault → Skarmorak → Crystalline Eruption. Make the damage intake the same with 1, 2 or 3 stacks. So the healer has the same difficulty with 1, 2 or 3 stacks. The dps get a movement speed decrease based on the number of stacks. 1 stack is 0%, 2 stacks is 40% and 3 stacks is 80%. If the dps screw up this mechanic they can still salvage the situatie by their toolkit like removing movement increase skills or hoping that they won’t have to move out of something while this debuff is on them.

The focus of mechanics should be on punishing the player or players who made a mistake. At the moment it feels the healer is punished in most cases.

these make no sense. you want to punish dps but ultimately whole group is punished.
is like in Stonevault → E.D.N.A → Seismic Reverberation. Healer failing to dispel in proper time on tank applies silence for x amount of time. :confused:

The whole group will always be punished. There is no way of escaping that. But with my examples you can still finish the fight instead of a wipe. At least the second example.

I think out-of-dungeon/solo should be looked at first, in all honesty. Healers, when solo (any content that isn’t PvP/War mode) should get a flat damage increase. All specs should have an interrupt, a cleanse on a fair cooldown, a mass cleanse on a 2 minute cooldown, and at least one solid defensive (cooldown can vary here, but for example, let’s not pretend that Desperate Prayer is somehow worthwhile compared to a “Take 50% less damage for x seconds.”)

After that, tune healers to be comparable in dungeons and raids (and PvP can disable whatever is necessary for balance.) Then we might actually have a decent time of it in general.