People love playing pala and hunter, because they are fairly easy to play and have a solid class fantasy. If you need to press 20 buttons for miniscule healing and watch hp bars in some stressful situation, then its no wonder not a lot of ppl want to play healer.
If only that was the biggest issue.
I play a healer main, and my main issue that is pulling me away is the attitude of some groups towards healers.
I get it: not every group can preform on the same level, but some players seem to think that having a good healer means they can slack on everything they do.
And we are talking about people that did +12âs.
So class-fantasy is a thing, but I really hope they tune down the groupwide damage, and the spikes of damage on tanks. That is what causing the most stress in below average groups (wich are 95% of the players)
you are getting one button rotation . what else do you need the push to make you play a healer?
What are you even talking about? One button rotation does 30-40 less healing and will not be used by normal/heroic raiders. It also doesnt change the fact that there are too many useless buttons in the first place.
Weekend reply: Remove the concept of healing and tanking. Keep only dps. Remove the concept of self-healing, everyone is allowed 1 mistake and the 2nd mistake instantly kills regardless content (even fighting wolves in Elwynn Forest).
Now to properly reply:
The issue of healing spells being âweakâ in comparison to incoming damage isnât the issue; the major issue with healing is the extreme spikiness which has the follow-up that healers cannot afford the luxury of saying âIâll leave this guy at 80% for 1 gcd moreâ because 1 mistake can hit for 90% of maxHP and it is extremely frequent that someone dies only and only because they were not topped off.
Is the 1-button ability going to ensure the rest of the group doesnât stand in fire?
What are these bot comments? The one button doesnât do healing. It only does damage.
One button rotation is a dps feature only.
But it also shows the real problem in wow, but lacks a solution. .
Every spec has button bloat, and blizzards solution is making a one button built instead of purging spells.
Dps should be punished for their mistakes similarly to FF14, reducing their dps output if you stand in poop. That would help healer shortage massively. Blizzard wonât do it though as they donât want boomers who spend a lot of money on WoW feel bad
Also, they should buff healers dps at least to tank damage
Healers arenât getting one button rotation
They should introduce spas with the housing system, and healers get 50% off.
But on a more serious note, I offer multiple solutions:
If want to remain on this current trajectory, make every healer more like Aug and phase out the âhealerâ role completely.
If not, massively reduce DPS and tank survival cooldowns and improve healer spec visuals. Design health pools in such a way that healers HAVE to spend at least 95% of the time healing. Make one-shot abilities rare again.
Healer shortage has 2main reasons IMO:
1.Attitude of players towards healers:
No. Having a healer doesnât mean you donât have to interrupt, use def. cds or that you can stand in everything and/or donât have to do mechanics. If you die to avoidable damage that doesnât rely on healer interaction thatâs entirely your fault.
2.Class inbalance and metaslaving
As inevitable as it gets. Just look at Disc and Holy, and thatâs from the same class. Tierlists and whatnot leading to people sayingeven on low keys that your class sucks and you wont get invited. The fact that some healer specs still get 50%+ buffs in the patchnotes speak volumes of the state of balance.
Literally not the issue⌠people just like to PEW PEW and not have responsibility.
Why? And what does this solve?
Fun and reward for effort. As of right now, you do a somewhat simplified DPS rotation on top of your healing rotation - just to push air and do 40% of a tank and 15% of a DPS player. And because of CDs and stat scaling, it will only get worse in S3.
I mean, sure, I guess it could be something if youâre into dealing damage as healer.
Iâd argue that for the sake of the âhealthâ of the game, the opposite may need to happen; reduce the healerâs damage potential to something neglectible, arguably even for Disc, and make damage completely optional. Also, make sure that specs like Holy Paladin and MW Monk work as well with or without relying on damage abilitiesâŚitâs kind of absurd how little mana damage-relying healers currently use.
In other words; let healers heal again.
I wish Blizzard would make more healing abilities dual-purpose.
I think other genres, like MOBAs and ARPGs and FPSs, have a lot of success with that.
Divine Star is probably the best example in WoW. It heals all allies it touches in its path, and it damages all enemies it touches in its path.
It allows the player to function both as a healer and also as a damage-dealer through the use of the same ability.
Right now WoW has this poor design where healers have a toolkit of dedicated healing abilities, and then they have some damage-dealing abilities on the side for whenever they have to do damage.
Why not just incorporate the damage-dealing into the healing abilities? Then healers get to press more of the buttons that are enjoyable to press, and donât need the extra damage-dealing buttons on the side that are boring to press.
You have all these AoE healing circles that healers can put on the ground that heal allies who stand in them. Couldnât they also deal damage to enemies that stand in them?
If a Druid can put Rejuvenation on an ally for nature healing, why canât they put it on an enemy for rot damage? Isnât that what the whole Drust theme is about?
I think a design where healing abilities are dual-purpose would go a long way to reinforce the fantasy and gameplay of playing a healer, because the ability toolkit would become a lot more purposeful.
When I play my Holy Priest I really only use most of my healing abilities when I do group content - and those are most of my abilities.
When I play solo I use a small selection of uninspiring damage-dealing abilities that donât reinforce the fantasy of my Holy Priest at all.
Many other games in many other genres have cracked this nut long ago. I suspect Blizzardâs conservative design approach to WoW is the reason why they have not.
Healer damage is already neglectable.
To make healing more enjoyable I think you need several things, none of which you stated.
- Make more avoidable dmg one-shot even in lower keys. As it is now tanks and DPS in low keys can just blatantly ignore mechanics and the only one who feels the implications is the healer, as he gets tasked with countering their misplays.
- Give healers more externals. Being able to just pop a shield on someone for 20-25% hp is an amazing thing because you as a healer can have a say in wether someone live or dies in an othervise fatal situation.
- Reduce tanks self-healing in general. Yes, I know this has implications with classes like bdk and vdh that sustains themselves through tons of healing, but good lord itâs boring to not even be needed as a healer. Warriors are a prime example of what a tank should be: great at surviving, but eventually dies without a healer to heal them.
Lastly, and this is just a personal preference of mine, I think healers damage profile should be strong enough to rival tanks. As long as weâre still having as much downtime in healing as we do currently do, it would feel nice to be able to actually contribute to killings mobs/bosses in a meaningful way. If we canât rival a tanks damage, just remove the downtime and have every global be required to spend on healing for the group to survive. Alternatively, rework healers to be a support role that also heals.
That would remove from the player the need to prioritize one or the other. Itâs essentially a simplification of the healing system. The healer wouldnât have to make a decision if they want to heal or dps, they do both at the same time with 0 concern about any overhealing or resource cost.
Some players would consider it a QoL, but itâs not the direction Iâd personally like to see the game take.
Not sure if Iâd call it a quality of life, but rather a difference in design.
Personally I find it more fun, and Iâd argue that it is the more popular design as well, generally speaking.
Though I have played my Priest in WoW for more than 20 years, I find it more fun to play my Monk in Diablo III, Lucio in Overwatch, or Anduin in Heroes of the Storm.
Theyâre all healers, but the WoW healing design is pretty resigned to the whack-a-mole healing where all the action happens on the UI, because all you get to do as a healer in WoW is to heal. Thatâs a pretty one-dimensional gameplay design, by contrast to the other games.