TWW Healers changes

Because… To be continue.

Because people always complain about the trivial affixes vs the ones that actually make things annoying.

They HATE you healer ,if you are a healer , they want you be bad and suffer , to eventual delete this role and replace with their Augmentater spec idea , so can prove BooHoo not a bad thing we did , we were right all along players are wrong , noBody want to heal only Augmentater

That is true, but not the whole story.

They tested raids. They tuned raids. They buffed health pools and damage as a result.

And in raids performance was ok. But, they could not or would not tune M+ in any way until months after… because raid and M+ are not properly divorced.

And i dont know why… apparently, for blizz its more important to cater to 200 or so RTWF dudes, and 10k mythic raiders than 2M weekly completed keys (if you count incomplete its even more)…

So blizz is investing their efforts to the wrong audience IMO

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Different people will have different opinions about which affix is the worst, because every class das different methods of dealing with them - or not at all. Also, players at different skill levels will see different affixes as threatening/annoying. It’s only natural that there is varied feedback to this topic, as everyone will have their own personal set of hated affixes. Personally, I hate Bursting the most. It’s a horrible affix design where one role’s mistakes get pushed onto another role, and that other role is then blamed if people die to rolling Bursting stacks. Someone more skilled than myself might see it as a non-affix. But I loathe it and am tempted to take a week off whenever it rolls around. A tank friend of mine feels the same way about Sanguine. A Rogue friend of mine thinks Spiteful is the worst. Different players, different classes and roles, different opinions about affixes…

In general all affixes are bad and should be reworked from a curse/curse system into more of a kiss/curse thing. Even the new affixes are horrible because they generally only reward certain classes per week. If you do not have an army of alts to play each week “optimally” and/or play with a group of friends that also only play one class, then there will definitely be weeks where you will not have enough bonuses to outweigh the affix negatives. And that is just bad design,

I do not think they hate healers in particular. They just do not know what to make of the role. The game at the moment is very much designed from a point of view of how to make the game more challenging for tanks and DPS on a personal skill level. That means giving tanks and DPS more responsibility over their own well being on top of their role’s responsibilities (hold aggro, deal damage).
This in turn means that healers have less responsibility in any given encounter. If a DPS or tank can mitigate incoming damage to a point where no external healing is needed anymore, then healer is a dead role. This is what we have been seeing in the top groups in DF already. Giving DPS and tanks even more survivability just means that this will not only occur at the very top end (like we’ve seen in DF), but already at lower key levels.

Another issue is that healers don’t seem to actually know what they want. Some still yearn for the “classic” experience of spamming slow, heavy heals with brutal mana cost over the entire encounter, waiting diligently for mana to return in between heals. Others seem to want to have inconsequential heals so they can take forever to fill health back up. Others want the current paradigm where healers have more responsibilities outside of just filling health bars back up.
Personally, I do not want to go back to being a mobile health pot ever again.

And I do not see this happening any time soon. The introduction of the new Holy Paladin and Discipline Priests in Legion, and now Fistweaver Monks means that at least 3 specs are designed around usage of their damage abilities to either directly heal the group or contribute to generating healing resources.
This in turn means that all healers need to be balanced around a certain DPS output. If a Mistweaver can do 100K DPS while healing and a Holy Priest can do 10K at best because they’re too busy spamming heals, then the Mistweaver will be taken along 100% of the time. But at the same time they cannot just remove 3 specs from the game.
Just look at the reception for the Holy Paladin changes - they are generally hated and there definitely are a lot less Paladins around than there used to be. Most of them seem to have switched to another healer or quit the game entirely. If Blizzard give Disc and Mistweaver the same treatment, then a lot of healers will just quit the game because there are no alternative specs to scratch that itch.

So what is the solution to the problem? I am more and more of the opinion that the time has come to abandon the healer role altogether. Not healing per se, but the paradigm of the “I am the healer and this is what I do” type. If everyone is being given more mitigation or sustain, then healers maybe need to be given more access to damage. Let healers either do substantially more damage than they do now to catch up in terms of “usefulness” to the group, or let healers boost DPS’ damage in a way that makes them more valuable. Because as it stands, I see no way forward outside of outright nerfing DPS and tanks to the ground.

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This never works out because people just get absolutely trucked and it just feels awful. It’s like this on the beta atm.

I’m not.

I’m of the opinion it needs to be enforced harder.

Take away self-heals from DPS. Remove a ton of their defensives. Push externals to healers. Reduce tanks self-sustain, it’s just absolutely ridiculous that when everyone else dies at like 30% on a boss the tank can solo the rest of the boss unless there’s some mechanic that needs others to help.

Right now there’s no difference between Bob, new healer that just started healing and healgodx that has been healing all his life and obtained r1 title every season since implemented, if the DPS don’t press their defensives. Doesn’t matter if it’s Bob or healgodx that’s healing then, they can do nothing.

It’s also completely ridiculous you can do nothing to stop tanks from getting deleted if you don’t have a damage reduction external.

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Wouldn’t say it’s my least favourite but I definitely think ugh when it rolls around. It’s one of those that you know is gonna suck if ppl aren’t paying attention to stacks. And it’s not just on the healer

I know, and I do not want this back. We had this once during Cataclysm and it wasn’t fun. But some people are really into it because it keeps them busy.

That’s why I said “outside of outright nerfing DPS and tanks to the ground”. I’ve been saying since the beginning of DF that the root cause of the healer issues lie in the ridiculous sustain for tanks. But if the tanks don’t need healing, someone does in order to make healers a viable role. So group damage gets switched on. However, at a certain point that damage will just straight out oneshot people. So DPS ghet more sustain to compensate. It’s an arms race, basically.

One solution would be to revert to pre-DF condition and nerf tanks and DPS. The other is to convert pure healers into a support role. Something has to be done about the issue, but Blizzard does not seem to want to actually nerf tanks/DPS. Instead they seem to be doubling down on making them more powerful.

This one hundred times, please. It is the only answer.
Self healing was homogenised because of leveling reasons. They could still have that. Give people infinitely re-usable outdoor potions and bandages.

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My solution: Every failed mechanic (failed interrupts / failed dispel / sitting in fire etc.) no longer deals direct huge damage; instead it deals a “smallish” amount of damage for the healer to have to do something other than tunnel-dps, and also adds an undispellable debuff that reduces all resource generation (energy, rage, mana etc) by 50% for 30 seconds. Every additional such failed mechanic extends the duration of the debuff by an additional 30 seconds with no upper limit until the dungeon/raid is completed.
If it’s a mechanic that must be “solved” individually then only those who fail it suffer the debuff. If it’s a group-effort mechanic then the entire party suffers it at a reduced duration (for example 10 seconds per failure instead of 30)

Suddenly tunnel-visioners will care when they see their parses ruined.

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I actually suggested a while ago to punish the DPS with throughput reductions instead of oneshots for failing, which would make perfect sense considering M+ is about beating the timer.
But most people would rather push the problem onto the healer.

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I was initially thinking of direct damage reduction, but that’s very “boring”, and a -50% haste would hit some specs differently than others.

A heal-absorb instead of direct damage would also be a welcome change, as a healer main. Both gives me time to react, and also forces me to spend more time healing than dpsing.

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Yeah but they’ll ignore it. DPS players ignore anything that doesn’t oneshot them or reduce their DPS.

But yeah, an absorb in combination with a damage reduction is probably scary enough to make them pay attention, but not devastating (or too annoying) for the healer.

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quite understandable.
holy pala does no dmg and does no healing.
it just feels plain awful.
Mechanically it is bad but the numbers tuning is even worse.
none of the heals does anything. Even using cooldowns feels bad at times.

but the dmg is actually lol, I mean my trinket on my rsham does more dmg than a holy pala that does nothing but dmg. also funny that tome doesnt even work on hpal, so not even that can save hpal dmg.
it feels like you are doing dmg and then you check details and end up at 50k dps while my rsham is at 150k. I can bursy 600k and my lol pala dors 200k haha.

I have no idea why they trashed hpal so hard but it feels even worse yo play than prevoker with a bunch of hunter in party and that say alot

I always thought that for DPS players a score shoould be implemented. Like in league. You get D- then you aint getting rio points until you learn your class properly. A lot of dps players would be rated lower like they should be. Like many times i saw 0 kicks for some. You aint kicking you aint getting rio very simple. But dont know if this is possible. But for sure would force dps to stop slacking

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If this was possible, that’d be actually pretty great. At least it would incentivize me to try a lil’ harder to remember my own rotation for dungeons. :grin:

Oh Lord, this old tired chestnut.

Player A twitch kicks every non important cast and has 50 interrupts.

Player B kicks random stuff occasionally.

Player C kicks the important stuff but always 0.01 sec behind others.

Player C looks like the worst player but isn’t according to this dumb metric.

Focus on the point being made, not the example which may not be the best!

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It was an idea that should be further specified and adjusted. It was not meant literally and it might never work like i said in the end was an example. Or if you want other metric which i find more relevant is some kind of ratio for defensives.

How many were used per dungeon which is simple to track. And the other might be how much dmg you have mitigated. This is not that hard maybe to track as well. The point of this is how you use your defensives as dps. Many times dps uses it after the dmg was done which makes the CD wasted… an so on. I trying to come up with something and will be never perfect but it might help to get somewhere

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