Why are healers tankier than actual tanks in pvp?

Literally makes no sense.

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Healers have a reason to be tanky in pvp, they are there to keep up the group while tanks lacks purpose to be tanky in arena.

Because if you make healers more quishy u will wait for arenas not 45+min but instead 4+ hours :rofl:

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Why are tanks in PvP?

Fixed the title for you friend, no need for thanks.

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Healers are way too tanky in battleground settings to the point where fights can become a chore. I almost exclusively heal in BGs and against the average players there I can hold down and drag out fights for way too long.

Heard someone talk about dampening that racks up the longer you are in combat and I honestly think that is one way of addressing it.

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This thread is in the battleground section , which means it is related to battlegrounds and not arenas .
In arena you have dampening which makes healers squishy .
In battlegrounds you do not .
Single dps cannot kill a healer in bg unless the healer is afk . 2 dps can “sometimes rarely” win if the healer has no cds and for some reason has no DR on stuns and is alone . Usually you need 3+ people with full cds who can uninterruptedly 3v1 pve down a good healer to get a kill . Get a second character there and things go crazy . I’ve seen 2 good healers tanking 8 people for 5 minutes , until they go OOM . This is not okay .

I for one think dampening should be completely removed and healing /dps values adjusted so it is not needed . There are some classes that are good or even amasing in bg and than they step in Arena and are useless because most of their defensive kit is based on self healing .
Just remove dampening and fix your game …

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I think healers are already having a harsh time and just because a few dps are having problems killing them they need to be “balanced” right? Instead of taking the risk to get even fewer healers into pvp, the overall lack of balance between the dps classes should be focused on. That’s the real issue!

Healers are only tanky if the enemy team has no good DPS on their team. It doesn’t take much to CC a healer and mow down their DPS and no matter how good of a healer you are, you will fall flat if 2-3 good DPS are on you with no peels unless you’ve somehow got every single cooldown ready (a rare scenario in a BG as a healer after a fight)

Adding dampening to BGs when it has already killed Shuffle is a pretty terrible idea. It doesn’t matter if you reduce my healing by 70% in a battleground - you’re still not killing me on your 400 ilvl ret paladin. The solution to healers being powerful is to gear up your character. Every wizard can blow up every healer. Most melee can run them down with mortal strike effects. Many classes can CC them out of the game with ease.

You also need to keep in mind that 90% of the time you will be playing as a solo healer healing 9-14 other people, and yourself. Expecting the average player to do this with dampening in the game is an unrealistic ask - and if you don’t expect them to be able to heal this way, then you’re asking for an equally bad solution: mandatory healer requirements for BGs.

The current system is flawed, but fine. The only time I have ever encountered healers being a problem is when I run into a premade of 5 players that has 2 geared healers and 3 geared DPS and at that point the issue is premades, not healers.

1 healer per 10 players in WSG etc? Alright.
2-4 healers in a game and it is a slogfest where it feels utterly hopeless. Healers barely cast, have precog, buffed up I have 740k HP and 37% versa.
Even in a lost teamfight against average players I can cling on and hold people busy for far too long with nothing but riptides, unleash, totems, NS wave, pulling people around with static, root.

Having a dampening effect that drops off completely after a fight is over or you die would be a non-issue for short skirmishes, and in fights that drag it would make something actually happen. Can even have it cap.

Back in Mists of pandaria we needed battle fatigue to keep insane healing in check, and that was completely fine. (It had to go up to 60% reduced healing btw)

Healing in arena can be quite a pain, but in BGs it is beyond easymode :heart:

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Because tanks take 150% damage in pvp

It is exceedingly rare that all of those things are true in a random BG.

YOU may be a gearcapped resto shaman, but any time I queue up BGs, it is extremely rare I get both 2 healers on one team AND both of them geared to at least 445+ ilvl.

A typical scenario is 1-2 healers, flip a coin here, and 25% of the time they’re 445+ ilvl.

This has been the case for at least 10 years and was one of the primary reasons I started healing myself, because I was sick of doing 10 bgs in a day and only 2 or 3 of them had a healer with gear in it on my team.

And we havent even got to skill yet. Even when you do get a geared healer, its very, very easy to just run, grab a zerk buff, walk up to wizards and delete them because most of the time the healers, even the good ones, won’t have the situational awareness to spot enormous burst incoming.

Is this because healers are strong or because the players are bad, though? When i’m done killing a healer’s DPS I just hamstring them and leap away, or vanish, or trap them and sprint away, or fear them and run away. Its pretty much just druids that can keep up with you and even then, sure, i’ll take that trade. I take you out of the fight forever and you take me out of the fight forever.

do you mean ‘combat’? here? Because if so then Shadowmeld needs removed ASAP - and assuming it is just combat, you’ve just created an existing scenario, healers running away to drop combat and drink, but now they’ll also be dropping dampening.

What do you mean by ‘fights that drag’? If either team has 2-3 DPS with 440+ ilvl fights won’t last for more than 180 seconds. You can check this yourself by looking at encounter times on details. It is very rare anything goes over 2 minutes and if it does its usually in some weird scenario like a 5v5 at a graveyard with a bunch of hybrids and a few healers.

I just don’t see this as a problem, especially in a world where people are abandoning the role of healer in arena/shuffle due to how miserable it is to play due in no small part to dampening. Adding it to battlegrounds too sounds like a disaster.

Say what you will but something like combat fatigue from MoP would go a long way,
1 healer should not be worth 5 players, nor able to outheal the damage of several people focusing you without getting aid. You simply get too much value out of merely extisting.
I wont go far into healers in arena/shuffle aside from saying they are extremely entitled in a world where they get instant queues and DPS players might aswell launch other games :laughing:

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They got rid of battle fatigue because they started balancing based on changing auras and pvp values. Before that a 20% buff to a spell in pve always carried into pvp and the devs only way to not make pvp implode back then every time a pve change occured was to tweak battle fatigue. it isn’t the same thing as you’re describing which is a combat based dampening mechanic that punishes healers for playing well and surviving in the fight for long periods of time.

it also doesn’t punish people in bad gear, or bad healers in general - it specifically targets people in good gear, who are also good. every other healer falls over in under 90 seconds. so you’re trying to get a mechanic added that punishes people the better their character and themselves get at the game. every time they add one of these mechanics players hate it and dampening is no exception. everyone else gets to enjoy their character’s power increasing and their own skill increasing, healers don’t. Guess what that will do to the already dwindling healing playerbase?

and yet you’ve played a grand total of 18 lobbies as healer and are currently enhancement spec.

1 good player will always be worth 5 bad players. Doesn’t matter the spec. A great boomkin is worth 10 terrible dps.

You’re literally only complaining about healing now because you swapped to Enhancement after hitting a dead end as resto on your shaman, and now you’ve got a spec that can heal itself, do incredible damage, but! misses a mortal strike, so you can’t solo healers easily.

It is a team game. work with your team. Mortal strike isn’t on your target? consider swapping. Healer healing a target your team is killing? Consider hexing the healer!

Whiteknight for healers as much as you like, doesn’t make the role any less easy to play and hard to punish in BG settings
Close to 80% winrate on my 2 healers from mostly soloqeueuing heals (anecdotal yeye)

Touching on my s2 shuffle stats and spec is pretty cute though, no reason to try pushing beyond the 1600 token with current MMR, doesn’t take away from the fact that only healers get to actually play shuffle
And believe it or not enh is better for world content :sunglasses:

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I don’t think healers (with the exception of maybe disc if he has cds) are too tanky at all.

But if you run at them, missing every kick, giving them precog, not swapping on PS when he’s almost full HP anyways, wasting your damage, DRing your stuns to oblivion, break CC on them, you should lose, always. BG heroes tend to cry “lol healer OP” quickly when they can’t mow something down in a single burst.

Whenever I go to a BG on my hunter, I play diamond ice trap (the one that works like cyclone, target is immune to everything and only MD/trinket gets them out), and even when I trap a healer at full HP, with suitable targets next to them, people will tunnel into the IMMUNE target when they could easily wipe out 2-3 people with their running cds next to them.

In random BGs i understand the problem even less, literally just saltwater pot and delete the guy off your screen.

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I agree with this.

But since I read this and started playing some BGs…I kind of agree. At least it motivates people to actually heal, since any good and organised BG offensive will tunnel you.

I’ve noticed it as well on my priest. I’m a bit torn on it because it’s not fun when one dps can cc, interrupt and damage you into oblivion, which has been the case in previous expansions. That made me quit pvp. But then again three dps on me and I’m still healing through it is not exactly right either.

Tho. If it’s two dps and they actually play smart, they’ll still kill me. It may take some time but they’ll win. It’s often a mix of gear and skill which determines the outcome. Personally I think that part is fair.

So… I’m sort of undecided about it. I do know I am having fun. I hope you won’t hate me too much for that :wink:

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Yeah if I wanted to actually solo carry BGs now I only see healers having that potential, which is why I don’t enjoy playing BGs as a dps.

I suppose the players I’m used to aoe farming are happy about the healer raffle tho, just queue a few times until you get into the “good healers” group and win-

Being all about the conspiracy of things I don’t think this is an oversight, I think it’s really smart of Blizzard and it probably gains them a higher amount of subscribers than how WoW has been before when random BGs was a more “merciless” landscape where healers weren’t immortal wingods unless they were actually strong players.

I’d personally rather play healer when it’s weak, and that would increase my satisfaction of playing healer- that’s how I’m like. I avoid healer currently- surely there’s alot of potential for me to play disci, it’s alot of really fast dps potential and it’s kinda cool to 2-3x higher total healing than 2nd on leaderboard in bgs, it’s alot of potential there.

Playing healers suck enough as it is right now with the ridiculous damage pacing.
Guess what? Yes it’s working as intended that a good, geared healer is immortal against 2 or 3 trash damage dealers (until OOM), deal with it.

Not to mention healers have been relegated even more to spectator status with the primary stat nerf on PVP trinket bonus (thankfully a dev somewhere at Blizzard grew a brain and decided to lower the gap next reset). Take away extra HP on healers and give back stolen Intellect, thanks!

The reference to Battle Fatigue mechanic in MOP is stupid, its purpose was just to be the counterpart of Resilience, but for reducing healing. Do I need to remind you Resilience was set to 78% in MOP (much higher than Battle Fatigue)? It was intentional and working as intended that healing was meant to be significantly stronger than damage.

This thread is garbage.

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