Based on the Beta version of TWW, it seems like Blizzard want to make the gameplay “more interesting” for healers by giving all players around ~7-10M health and ~2M mana, but the power of targeted healing remains around ~150-200k?
So, do I understand correctly that it will be “more fun” for me to play when I see my teammates not interrupting casts, standing in avoid zones, and dying, while I can’t do anything about it? Even in normal/heroic dungeon being geared in 570+ iLvl?
Why is this radical rework, which is more global than any talent rework, not being discussed by video bloggers? Why hasn’t this topic been given an official subject or tag to highlight it and attract as much community discussion as possible before implementing such changes?
On the contrary, all video bloggers are reviewing everything except the currently catastrophic-looking end-game gameplay for healers.
Think about it, the Warlock’s healthstone restores 25% of 8M, which is about 2M.
The tanks’ self-heal restores ~30%, which also comes to around 2-3M.
Why should the main class whose role is to heal the rest of the team feel so helpless? Among the new features in M+, I only see the topic of removing affixes. Moreover, the most “nasty” affixes will all remain. I don’t see any messages about the intention to make M+ difficulty so low that with such 200k HP heals you could mitigate at least some minor mistakes of your team.
So how do Blizzard envision healer gameplay in TWW? Humiliated by tanks who don’t need them, and DPS who blame the healer for the group dying from mechanics they didn’t dodge?
Could you ever? Lol. You could do 10 million per heal, they still won’t interrupt. Still stand in stuff and die. Eventually they get one shot or it would become too much. Blizzard needs to address why so many players either don’t care or have no clue, DPS only players specifically.
Multi role players seem to understand the pain and try to play to make it as painless for everyone as possible.
I partially agree. I think some kind of scenario/follower dungeon should be requirement for any role to access Myth/M+ dungeons at all. And in these scenario should be mechanics that unable to ignore and need to dodge/interrupt. Similar to mage tower. This should be the statement and official position of game designers. Saying you died in follower dungeon - NPC tells you that you need to interrupt some casts and don’t stay in some avoid zones. New players should take it as a rules they should accept to go further to end-game content.
Also maybe there should be a possible “mentor” role that experienced player may take to get some small benefits like gold or buff items.
And after a dungeon party proposed to vote for their mentor how he/she was helpful or not.
But again, in case of party just want a boost and ignore a mentor trying to help them and explaining mechanics, mentor should be able to leave such party without benefit and without penalty.
So “you need to play better to go further” - should be clear requirement. And and instruments how to achieve this may differ - mentoring, maybe special video content for beginners and references to it when game see player died to a mistake. For example you died in a scenario - game should show you a short video about this mechanics.
But in any case people who don’t want to or can’t use their abilities should not be able to reg into M+ before they learn and approve they can use this abilities. Now its seems you can’t play in M+ with pugs at all.
You telling to dps monk “please, use interrupt” (and you also have to learn interrupt being r-dru), and hear short answer - “no” . Okay. We just have a lot of such “no” players, and what I have to do with this? How I could still play this game being a healer? We definitely need either make all follow the mechanics or change mechanics so player who ignored them feel bad, not others. Because now it looks like good party still not need a healer, but for bad parties - any healer can’t help…
Its a vicious circle that has happened multiple times.
SO, this is what will happen based on 20 years of the same exact thing over and over again:
STEP 1 : If healers cant top up health pools, then DD defensives can. For example : Ret self-heal or warriors victory rush. Which means, the meta will shift to 4 DD 1 tank…
STEP 2 : Nerf DD self-heal and defensive. Now you a meta of DR and Aug with 1-shots.
STEP 3 : Buff healers. But now they are so OP the healer meta shifts to who is the healer that does the most DPS.
STEP 4 : Buff damage. Now you got spiky damage profiles, so you got DR + Aug meta once again.
STEP 5 : Nerf healers once again. And we are back to Step 1.
Im baffled that blizzard hasent seen the cycle yet. And even more surprised that they havent figured out that using the same tools to try and fix it will yeild the same results.
And when it comes to healer balance… I am absolutely convinced that they will mess up the M+ scene once again. Like they always do.
They absolutely need to balance the game for Raids. And those RTWF dudes.
And because blizz does not have the balls to divorce raid from M+ spec performance, we will always be in 2nd class…
My favourite healing style of all time will always be Wotlk. I love how erratic and up and down the HP bars were, made healing feel impactful while also keeping you on your toes.
They did, it was called proving grounds. It was the most brainless easy content with barely any effort required. “silver” (one of the ranks/difficulties) was required for HC dungeons. It had to be removed because of how terrible the average player actually is.
Mentoring won’t work either. Many of the players are boomers who have played poorly for years and just won’t listen. They still live in their glory days of pushing frostbolt over and over. Many have kids/houses/ “important” lives. They may even be in high up positions in their respective jobs, this leads to one thing. They have had years of “doing the telling”. You can’t tell them anything. They think they know best as they fail over and over. I’ve seen it so many times in pugs. You tell them they are wrong, they know they are wrong and they start with a “kid - blah blah blah” (them perceiving themselves as being older absolves them of all mistakes)
Another great reason to stick to shadow, as long as healers need 5 different procs to line up in order to actually heal people that fail mechanics i am not touching the role and the game as a whole will keep having a healer shortage problem.
Despite I pre-ordered TWW Epic, I’m gonna ignore it until they make healing enjoyable. Its the only thing in wow I like. I like to play M+ with pugs in low/mid keys and play multiple healer twinks. But first - they squashed M+ levels, and as result increased the entry threshold for new/weak players. And now they are making middle part of those who in between ~ 1-10 key lvls to lose the rest players just because good DPS can do higher keys, but a lot of casual healers like me have nothing to do and nobody to heal
Okay Blizzard, so you see M+ as the game for ESport and content makers only? What others should do? Feed squirrels from patch to patch? Why between normal dungeon and M+ again so a big abyss…
Lmao, that worked out so well in DF season 1. From beta to retail they just massively buffed health pools and damage done by mobs when we had been testing with the pre-buff values and it turned out to be a disaster.
They don’t. I’m not playing a healer in tww with the way things look currently, I’ll play a dps or tank instead, lol.
Beta isn’t tuned, all dps do abnormally inconsistent damage, some mechanics work in funny way, everything in delves and dungeons have too little hp and dies from a sneeze. Work in Progress.
It’s just beta guys they will fix it
It’s just the first week of 11.0 guys they will fix it
and so on
i want to have faith that they will address the problems but the devs do not have a good track record of acknowledging gameplay issues in a reasonable time.
This. The game releases in August, this will absolutely go live as is.
Although I am quite a bit baffled by this decision. the last time they reduced direct heal strength down to HoT ticks was with Cataclysm, and that was at the back of WotLK, where healers had been so powerful that you could basically heal a group through standing in fire. DF on the other hand is an expansion with the healer role already on the decline, I am not sure why they would nerf it even more.
Or maybe it’s just time I made my Warlock alt my TWW main.
Edit:
FFXIV is a bit of a different situation. Healers used to be a lot more varied in FFXIV, and over the years they got more and more homogenised to a point where it started to impact job identities. Also, healers literally have 1 button for each single or multi target DPS, yet are expected to DPS at every opportunity. WoW healers usually have a slightly more involving DPS rotation at least, so it’s not quite as boring. Now FFXIV is reducing the healing requirement even more, making players question what their role even is anymore. They get reduced to pressing one button, basically. FFXIV doesn’t have affixes to make the healer’s problem. FFXIV doesn’t really have higher difficulties, even FFXIV raids have always been more like synchronised swimming events where you practice your routine rather than react to more dynamic events like in WoW.
I was very happy when they expanded the healer role to be more involved than “stand there and spam your heals”. I don’t want to return to a state where all I do is mindlessly look at unit frames to spam heals so the next incoming AoE won’t instagib them. I love being able to contribute to DPS (although that has been drastically reduced in DF, healer damage sucks this expansion), I love having utility outside of “you make HP bars go up”. It seems TWW will be a great step back for healers, and I’m not sure it will help the health of the game.
Single target? Keep swp up. Holy fire on CD. Chastise on CD, cast 2x holy fires. Smite. Smite. Smite. Smite. More smite. Smite even more. MORE SMITE. Maybe throw in the odd holy nova if you have rhapsody stacks.