10.2 healer overhaul?

It’s bad that at some point in an infinite scaling system, way past where rewards end, dps need to not press their defensives randomly and assume the healer saves them?

How does that not eventually happen in an infinite scaling system? Make damage so low that players run into failing to meet the dps requirements to time way before any damage gets threatening?

is this meant seriously?
even 2800 is super causal and I wouldn’t even invite something like that into my 23 key. which is actually causal content at the moment.

what rating are you playing on?
even my cat can heal 17s keys.

Is this your cat’s account?

While I agree I think it’s probably too big of an ask currently.

They redesigned the paradigm of how specs, groups, and dungeons work by giving tanks a lot of self healing and making them indestructible in almost every situation except the extreme end of what their gear can handle. So the game moved from how much the healer and tank can handle in terms of pull size to how much dance dance, interrupts, and mechanics the group can handle with the entire groups being the new tanks.

So if you remove that limiting factor, what’s the limit?

Changing this would most likely require a redesign of tanks as well as dungeons.

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It was to be expected that clown answers would now come because arguments were missing.
I play in Europe.

If I’ve said it once I have said it a thousand times. They shouldn’t base balance on the massive outliers that are people doing keys above 23-24. That is a tiny fraction of the playerbase and should be ignored when it comes to balancing.

If they want more players to have fun they should be looking at what is happening in the 16-18 range IMO.

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Look I get it but the majority IMO find 15+ difficult.
Note: I never said it should be but asking why people always use this as the excuse

Not everyone is at that “Elite” level, has friends/teams. I don’t care to look up logs but per WOWhead KSM was obtained by 24%, KSH 13% season 1.

Personally I feel that the raid healing is on point at the moment but M+ feels like it’s in a weird spot. People are alive and then dead.

I’m not saying it should be cake walk to get to 20’s. I’ve really enjoyed my push (as tank). I think the balance is probably about right for the most part; pugging to 20’s can be a bit tough (and has been super toxic lately) but if you were in a descent group it’s manageable.

Just healing feels a little off to me. I’ve seen so many healer mains quit lately

I actually agree with this. I loved Shaman heals in SL, they were fun to throw out DPS inbetween heals BUT now IMO it feels like the healer is expected to DPS constantly while burst healing, sustained healing, mechanics, someone stood in the fire.

actually not. because gearing makes 0 sense at the moment.
why should i play at all if i can faceroll 17-20 keys after 2 months?

the motivation is currently in the basement. and people play higher keys just because there is 0 content.

They aren’t balancing on the massive outliers. That is the entire reason keys like 32 are possible.

If they balanced to make the “elite” struggle they would be making top end keys end in the 21-22 range not the 31-32 range.

Yeah, I agree with this statement, emphasis on fun :slight_smile:

I feel expected dps from healers is MUCH lower in DF than in SL.

You can do 0 dps in a 20-22 key and if you kept people alive nobody will care at all.

Timers aren’t that tight with respect to dps requirements until much higher keys.

And dpsing is more about not wasting globals in conjunction with understanding and preparing for specific damage patterns.

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Once again a higher key

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I don’t want all healers to play like hpal. How Holy Priest plays right now is just fine to me. I especially don’t want tons of random cds, I hate button bloat. If you are going to change anything on Holy Priest, make Sanctify spread like Disc’s Luminous Barrier and make every talent on the ninth row of the spec tree cost 1 point.

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It’s true, but the term “fun” is so nebulous it’s hard to know.

Is it make everything easier? Does easier = more fun?

Does that always work or to forever? If something easy becomes even easier does that make it even more fun?

Is working hard for little reward seen as fun? Different people have different levels.

I remember having a debate with someone about LOL vs HOTS. There argument could have been a number of things but it was that LOL is harder, so you put in more work, so it’s a better game therefore you have more fun…

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I guess “higher” is up for debate.

When a +32 is possible, something that is literally 2.5x as difficult as a 20, it’s hard for me to consider 20-23 as “higher” unless 30-32 is super duper higher or something.

How hard should a 20 be for the gear it gives? Should it be as hard as mythic Zskarn which is the raiding equivalent when it comes to loot? A boss that is after Mythic Ryshok?

Once again that 32 pops in…

Well, LOL is still thriving and HOTS is dead so…

Although I’m sure there are many different reasons for that.

You’re not wrong :stuck_out_tongue:

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When looking at mythic+ as a whole you don’t think it’s useful to look at many different levels such as 20s where the rewards end and also the highest timed keys (which happen to be 32s at the moment) and see how much more difficult those are than where the rewards end?

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