The biggest problem is that you don’t feel as important as you should being a healer, let me explain:
As a healer, what you hope to feel is that your party can’t move forward without you, and that every heal you cast has an impact.
However, what is felt now is that the tank can heal itself without help and that the healer only serves to relieve when a dps eats some damage by doing the mechanic wrong (or in cases of unavoidable AoE, in which in the most cases could survive with defensive CDs).
This means that you end up thinking that the success of the dungeon depends almost entirely on the rest, and that your contribution is almost unnecessary if people don’t screw up.
Furthermore, if you add to this a look at the reccount and you see that The tank that has been holding all the mobs and doing good damage can also compete with you in healing… you get depressed.
I think that tanks should have almost no healing themselves, and that in exchange they should have enough micro cc (not long cc) and defensive cd, which they could coordinate to help them survive.
In this way the healer would regain its importance by helping to keep the tank alive, in addition, reducing self-healing helps simplify the balance between tanks if they have to buff or nerf something.
On the other hand, if the healer must spend time healing the tank, this means that dangerous enemies have to be taken into account more, and it would make more sense to apply cc by the dps or even the healer himself.
This is just my personal opinion, but I think everything would be more fun this way.
We could always remove healers - would certainly stop all the whining (about that at least) but 15 years of tanking taught me healers always find something to while about - but then who would the DPS blame when they mess up and die?
I’m so so sorry you “don’t feel as important as you should”, I’ll arrange an open top bus parade in your honour in your home city if you let me know where you live. If only I could touch the hem of your healing attire then my life would have meaning again.
if you only percieve your role as only “reactive” rather then premptiove / heal intensivley in correct moments then sorry to say but you are rather weak healer.
Idk, whenever I tried to play my healer in pugs it felt like tanks were made of chocolate. The moment they even looked at mobs their health started to spike so hard that I had to go into a piano mode to try to keep them up. Might have been a pug thing but honestly playing a healer is not good for ones health, at least my heart can’t take it.
The reason is that your group members would still take avoidable damage, because few people play perfectly (and it gets worse in lower key ranges or LFR/normal/HC raids and in PUGs).
So in your scenario, the healer would not only have to heal the unavoidable damage, but also ALL of the avoidable damage that players take. Right now, tanks and dps can compensate a little for their own mistakes at least. (And as Nemmar said, in many cases the tank will still receive the most healing, at least in my “mere mortal” key ranges - 20s and low 20s - and “not MDI material” groups.)
Back when we had the “only the healer can heal” gameplay, dungeons were different from what we have today. The mentality was also different. Everything was much slower and less spammy (both the abilities from players and mobs). I don’t think dungeon/class design will ever go back to that, because to a lot of contemporary players it would seem boring.
However, what I do agree with is that some tanks shouldn’t be able to solo the last 30% or more of a M+ boss after the rest of the group died.
if the group is decent, the only time a healer is needed is for bursting week.
all other dungeons can be done without healers if the group is good.
at least on 20s.
I mean even a 32 AD was done without a healer because they needed the dmg not the healing.
healers will only be mandatory if they remove the group healing and tons of defs cds of certain classes (hi, mage)
I don’t mind that I don’t have to heal the tank though. Healing tanks is boring and stinks
and coming back to your original point:
I healed a 23 with bursting and no I did not need to heal the tank at all. Why would I? They have better healing spells than me as a healer. It is waste of mana for the most to heal the tank.
Obviously occasionally you will heal a tank, whether it is bursting or not. You just have to watch his defensives when he dropps low.
But 99% of the cases you need to heal a tank means he misplayed or made an omega pull that he cannot handle without massive heals (which is a problem)
That’s because a lot of pug tanks aren’t keeping their active mitigation up. You should have it at 90% or more uptime to not be so spiky. If a prot paladin have like 50% uptime on sotr and then in addition to that has like 30% uptime on standing in consecrate, he’s just gonna be spiky as hell and could possibly just die even with you healing him even in lower key levels.
No.
The healer in the group enters the instance as a DPS and then they murder rezan/first few pulls and then they switch to healing spec for the rest. Raider.io records this as there not being a healer in the run, because they started as a DPS and switched to healer later.
I am for sure not there only for the show. And your AD example is obviously an exception and not the full truth. Good luck doing yazma without a healer.
Bursting is the hardest on +14/15. The damage of bursting stops scaling with keylevel from +15, so a +32 busting is in absolute numbers the same as a +15. But on +15 people have way lower healthpools and stuff dies faster, which means the burstingstacks are harder to control. Together with lower ilvl/healingpower bursting is actually quite hellish on +14. While it is reasonably easy on +25.
yes a lot of people dont know how and when to use defensives
always has been like this.
thats the issue with game having relatively high skillcap to master - good tanks are borderline immortal while bad tanks are destroyed. middle of pack manages just fine because they depend a lot on gear (i know i certainly do ) before they move higher to 18-20 and stay there till end of season .
to many buttons to press do that in world where most peopel are used to push 4-6 buttons on consoles and mobile games.
There was an interesting Quazzi video with an inteview with Equinox, basically the best brewmaster in the world since years, who for sure explained he has a lot of moments he relies on the healer.
What you talk about is fully overgearing low content. Yes, there everyone is immortal. You aren’t doing challenging content.
I feel this requires an exceptional group, not just a decent or good one. I think that I play with a fair number of decent players (especially compared to what I see when I sometimes pug), most of whom have played for a long time and do M+ regularly, but I still often have to heal a ton in 20s.
From my perspective, it’s definitely not the norm that groups can do 20s without a healer. I’d love to experience this, but have never seen anything even close to it. I’ve only seen it in the MDI coverage.
Haha good luck doing high keys in pugs without a healer.
Normally these non-role type of clears are done by a static group who is perfect with interrupts, perfect at avoiding unavoidable damage, perfect with the route and with dps who are happy to handle healing when needed.
Well, I’ve watched MDI and Atal’Dazar and Murozond’s Rise was done without a healer there. But those are the best teams in the world, of course.
As far as OP’s post goes, healers aren’t necessary in easy content but become mandatory when you reach higher difficulties. So if you don’t feel impactful as a healer, it’s because you don’t do hard content.
I never did a dungeon without a healer, but that is because the people are bad and are stepping into every crap possible. We need healers because 99% of the people are bad, me included probably.
And no AD is not the only example.
on a +20 every single dungeon can be played without a healer.
Higher dungeons have some exceptions like AD and BRH for the highest possible keys, but even more in the +25 range.
I am just saying that the design currently just shows that you only need healers because people are not playing perfectly. This is for me just a wrong design approach for healers.
people are playing different when they know there is no healer.
I am very certain pugs can handle a +20 AD without a healer of fortified without 50 deaths if they are prepared that they cannot stand in crap to have 10 dps more like they do when they have a healer.
I am certain that in the past we did a lot dungeons without a healer with pug groups if I remember correctly.