Updates to Healer Specializations in Midnight

Hello adventurers!

As we continue to iterate through the many changes to how the game will play in the Midnight expansion, we’ve seen a great deal of feedback on improving gameplay for healers. To continue that conversation in the Alpha, we’ve designed some changes to diminishing returns, interrupts, and creature behaviors that we want to test out with you.

Diminishing Returns

As a brief refresher, diminishing returns causes spell effects such as Fear or Root, when used against enemy players or specially flagged creatures, to have reduced effectiveness after each successive cast. In The War Within, the first Fear cast on you will have 100% of expected duration, the second will have 50% of expected duration, the third will have 25% of expected duration, and then you become immune.

In Midnight, the diminishing returns for these spells will now go from 100% duration to 50% duration, to immune. We have also reduced the amount of time for diminishing returns to reset itself from 18 seconds to 16 seconds.

Additionally with PvE combat in Midnight, stun effects will no longer ever become fully immune against creatures susceptible to stuns. Rather than the duration changing from 100%, to 50%, to fully immune, stuns will have a lower and lower duration until they reach a fraction-of-a-second duration. In PvE combat, stuns should always cause a tiny stun effect on the enemy, potentially interrupting a cast or its movement.

Interrupts

At the beginning of the Midnight Alpha, we made a change to all interrupt abilities players have, increasing their interrupt duration by 2 seconds each. This change should make interrupt effects more effective when trying to shut down an enemy caster or have them move closer to engage in melee.

Healing can be a stressful role when you must manage several things at once: your own healing abilities, your team’s health, and the enemy’s actions. We feel that asking the healer to monitor the cast bars of things they don’t have targeted while properly using their interrupts was asking too much.

In the Midnight Alpha this week, we’ve removed access to interrupts from all healer specializations, except Restoration Shaman. These talents will be replaced with other talent nodes for healer specializations in a future Midnight Alpha build. We recognize that this is a significant loss of utility in some circumstances and want to make sure that content available to a healer is still completable, especially considering solo experiences such as the special Delve boss encounters or any other solo challenge experiences.

Restoration Shaman will keep access to Wind Shear, however, for Restoration specifically, the cooldown of Wind Shear will be increased to 30 seconds. We like healers having different capabilities and feel that Wind Shear is an important part of a Restoration Shaman’s toolkit.

Enemy Behavior

With the removal of interrupt capabilities from healers, we’re making an effort to change the behavior of enemies that use spells like Shoot or Frostbolt. We want enemies with these spells to more evenly spread their targeting to different players of your group, which should reduce cases where a single player might take a large spike of damage while others receive none.

And again, we have more to come for classes in Midnight testing. We’ll continue to outline all of this in our development notes with each new build, and we’ll continue to read your feedback as we iterate on class design. In particular, we’re looking forward to evaluating these changes based on the playtesting of content like endgame dungeons and delves when they come to the test environment.

Thank you for sharing your thoughts and for testing with us!

16 Likes

I am mainly a tank player and dabble in healing but to condense the thoughts of the healers I know, they are of the sort that was asking for priest to get an interrupt and are not thrilled at it being removed from all the other classes. The consequences of a missed interrupt are most often damage and (prior to Midnight) a debuff, both of which are a healers focus of attention. If you squint really hard, the end-effects of an interrupt (damage of spell negated and prevents application of debuff) essentially replicates an external (like a perfectly sized targeted AMS) you put on whoever would have been hit by the spell. Seen through this extremely warped lens, it makes some sense why DPS so often completely ignore kicks since it isn’t a damage gain (without a talent), and if they ignore it and continue their rotation the consequences aren’t their problem to deal with, between the three roles tanks, healers, and dps, dps are the least connected to thinking about defensiveness, managing incoming damage, and watching all the enemy cast bars to see who is being targeted by what. I’m not saying DPS should have their interrupt removed, but if a role is to go without, the one primarily concerned with how much damage the group is taking and techniques to reduce/mitigate it is going to probably feel it’s loss a lot more than the others.

Given most healers are not purely reactive is it not natural to already be watching enemy cast bars to know if big damage is about to happen, and to who? Given that the result of a missed kick is damage that needs to be healed, is this not making the stressfulness worse? The comment about not targeting enemies makes me suspect I and the healers I talk to are not really the target of this change since we are almost always targeting enemies and using a variety of mouseover macros or click-casting to heal. If anything, targeting an ally directly is the unusual thing to do. I can attest to playing priest having bad feeling moments like in Ara-Kara watching the Poison Nova cast slowly complete knowing you are about to have a very stressful time, and feeling powerless to address it. On the flip side, as a tank I enjoy trusting my (non-priest) healers to be more concerned with utility and defensiveness, when a caster is sitting at range not in the stack, healers are usually the one who’s willing to run out and interrupt, or know which cast is most important to kick, etc.

20 Likes

As someone who’s enjoyed playing healers through just about every expansion, I do miss being able to cc them and know they won’t immediately start casting again. If this has been updated, please disregard.

Especially as a priest for the longest time, we had shining force, fear, mind control, mind bomb, chastise… We were usually solely responsible for helping cc, keeping the group alive, and individually dotting those nasty explosive affixes so we didn’t wipe in pugs.

We lost a lot of this, on top of being the only class with no interrupt, but bringing back group engagement with the ability to know we’re not overlapping a cc for someone’s interrupt would be nice. It creates hesitation for newer healers and some specs still have a bloated toolkit of other options to stop those abilities from going off.

Please consider this for overlapping abilities. It would be lovely to be able to have an interrupt cooldown timer tracker for those pug groups, as someone who doesn’t usually have a group of friends in voice to do keys with. Not just a bar that shows someone effectively got an interrupt off.