Blizzard said they would "prefer that healers spend their time healing" during an interview with Morgan Day

The vast majority dont though, so if even 2-3 people are find a heroic dungeon difficult it will still be easily completed.

Sure you didn’t :wink:

Just like how you seem to think people shouldn’t improve at that level because “they dont have to”.

people should improve if they want to improve, forcing it upon people in a game is toxic and malicious. Its up to you to choose who you play with not how others play.

and this mindset if why the pugging scene is why it’s as horrible as it is now. And no I’m not forcing people anything. I have point out merit on doing thing to improve the group while you on the other hand wants to keep those players making the same mistakes over and over again simply because you probably want them to be as lazy as you are.

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making an active choice to avoid improving is more toxic than the guy suggesting someone should improve. one guy is being selfish and thinking of themselves and ruining entire pugs the other guy is giving valid criticism.

being bad is fine, being purposefully bad is selfish and toxic.

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It’s not remotely. You’ll notice a massive part of that side of the conversation is carried by a single person for vast swathes of the thread. It’s amazing how long a single person will continue to argue that point.

The only people that actually don’t dps in dungeons in the game are very clear beginners, or people who announce themselves at the beginning of dungeons as if anyone else should give a crap about their point of view.

That’s the same as any thread.

You’re right in that it’s definitely not a majority, nobody takes pride in not dps’ing as a healer in the actual game, but it’s like having a DPS who doesn’t kick. Most of the time it’s not an active playstyle choice, they’re just not good.

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tbh I found more dps who doesn’t kick than healers who doesn’t dps ingame

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Lol yeah, by an order of magnitude. The other day I was gearing a new tank in uldaman
 I ran the dungeon about 5-6 times
 by the end of it I realised I had literally not seen another interrupt from someone else throughout all 5 runs.

Looked at interrupts in details
 I crap you not, I had 87 interrupts, and the next highest count from all 5 dungeons overall was
 2. TWO. That does not even count the stuns and ccs to interrupt hail of stone, which even on normal can kill people who aren’t geared quite easily in big pulls
 I garuntee that number wasn’t higher than 2 either.

This game simply does not do a good enough job of teaching people to use interrupts.

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I mean let’s be honest the game is doing such a bad job at preparing players to do end game. That’s why it’s in the state it is in where the good player keeps getting better and the bad player keeps getting worst. Not sure how blizz can fix it really.

My brother in Christ, we’re talking about Retail.

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The start is actually punishing the lack of correct play while leveling.

Their idea of making stuff harder is double the mob’s hp and damage, making things take twice as long but not changing difficulty at all. If quest mobs had a casted ability that did 80% of your hp if not interrupted, people would very quickly learn to interrupt.

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Been running this new Uldaman dungeons several times and it always looks like the group is getting wiped while the tank pretty much is always topped.

It is definitely ok as mobs and bosses are dieing but it just seems like healers are struggling to keep the group alive and barely making it through with their mana.

Not sure about other ppl experiences but my experiences shows that the 40% increased damage from mobs has put a lot of pressure on healing . This is gonna rebound badly in DF

The 40% hp/damage isn’t in Uldaman or live at all?

The reason that parties look like they are “getting wiped” is because almost nobody moves to line of sight the mobs free-casting on them, and almost nobody stuns or ccs the mobs free-casting hail of stone. The amount of avoidable damage people are taking in that dungeon currently is stupendously high.

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I am glad Blizzard set the record straight, that they want healers to heal and they design the game that way.

It is awful that people demand the healers do stuff Blizzard explicitly says they are not meant to do.

The logic that healers should DPS is like giving every melee class a healing spell that can not be used on themselves, only other people, and demanding they heal others when not in melee range.

I guess it comes from lazy DPS players who want the healers to do their work for them. Luckily, Blizzard made it clear - healers are meant to heal.

really? every run I’ve been through has been smooth as hell.

That’s true. That is a fundamental difference. It’s an important one to understand too since it’s extremely relevant to the conversation. The important thing to note is that every 1.0s (or however long your GCD is) you’re going to spend a GCD whether you like it or not. It’s in your vested interest and the interest on the group that you make sure it’s spent on something good.

Yes they did. I was assuming that you didn’t have any abilities that worked with overhealing. If you do then you do and your behavior will change in response to your abilities. But assuming you don’t have any such abilities, then overhealing doesn’t do anything.

Not quite. If I’m at 30% health and something does 30% damage to me, I die. If before I take that hot my healer heals me up to 60%, then that same 30% hit won’t kill me. The healer saved my life. If I get overhealed though, my health doesn’t change. I was at 100% before and I’m at 100% after.

Which is unfortunate. I get annoyed with people who treat logs as a scoreboard in inappropriate contexts as well. It’s definitely possible for people to misapply axioms like this. When I mentor my guildies, I definitely make an effort to guide them down the right path when I teach them. It’s harder in a context like this where I’m only a passing ship in the night but I try to convey the spirit of the idea as much as I can. I’m not a fan of people using good wisdom in a bad way either.

I guess the way I would put it is similar to what I said earlier. “Doing nothing” on its own isn’t inherently good or bad
 but every GCD has opportunity costs. That opportunity cost can make the same action that’s good in one scenario be bad in another. I actually do understand the concern that some players need an extra GCD in order to evaluate healer situations. Unlike DPS whose decision making is relatively static, healer decisions are extremely dependent on the content. So especially for newer players, some extra hesitation doesn’t surprise me.

That’s one of the reasons I don’t think it’s appropriate to ream out a healer in a +4 for not having 100% uptime. That’s in addition to the fact that reaming out any of your teammates is usually inappropriate. I’ve never been a fan of people using “just being honest” as an excuse to be rude or mean. Even in situations where you should offer someone advice on correcting their play
 that’s not a blank check to be as rude as you please about it.

Putting that all aside
 what the extra GCD to assess the situation means is that there is an extra cost associated with some of your actions that other healers don’t have to pay. Healers in the MDI need to assess situations as well, except is doesn’t cost them a GCD to do it. They do the same thing but pay a smaller cost for it. That’s the sort of thing that can only happen when you develop your skill as a player, no gear can do that. Better healers find ways to cut costs and don’t require an empty GCD to assess, they can do it at the same time they do damage. If you need that GCD to assess then of course it’s good to take it when appropriate, but improvement-minded players shouldn’t aim to languish there and will want to develop their skills such that they don’t need that empty GCD anymore.

So there are varying degrees of good here. It’s not a binary good vs. bad. Doing damage is more good than an empty GCD. You’re right that it’s probably not going to be the one thing that makes or breaks your key. But it does contribute to widening the margin of error. I’m doing a lot of things to widen the margin of error over the course of a key. Interrupts, defensives, routing
 the works. None of it individually is a big deal but when taken as a sum then I’ve made the margin quite wide indeed. I can’t control the play quality of my other teammates but if I make the margin as wide as possible, I make their job easier. It enables me to complete the same content even with teammates who don’t play as well. And if I do all that but my teammates are also playing well and widening the margin every chance they get
 well now we’re cooking with gas as they say. That’s how 20+ keys get timed. It’s not necessary at lower keys, but what’s good play in a +20 is good in +4. Personally I find it difficult to “turn off” my good play habits so I simply do so in every content I do whether I think it’s required or not. For newer players, I think that +4s are a better environment to safely practice those skills than a +20 and it’s a skill they’ll need by the time they get there so they might as well start on it early. If you’re not intended to go that high then
 yeah you’re right I don’t see a need for you to learn it.

That’s definitely true. Dying probably being chief among them.

This thread seems to have moved on quite a bit without me including my name being directly mentioned more than a few times. I’ll
 address that when I’m more awake.

Either you didn’t read the actual article, or you wildly misunderstood it.

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I think that’s (running dungeons blind for the first time) fine actually. You only get one first run of a dungeon and I don’t see a reason to spoil it for yourself. We’ve mostly been talking about M+ though which is by definition content you’ve been running week to week and have seen many times before. By that time it would definitely pay to research the dungeon a bit and even if you don’t, repeated runs will teach you the damage profile eventually.

If that’s what you think then I can’t really change your mind. Though I would appreciate it if you didn’t try to read my mind, especially when you do so incorrectly. I’m not lying to you. Why would I do that? Why would I deliberately misrepresent my own opinions?


 Neither do I.

Rest assured, I don’t have some master plan to make life for novice healers miserable. I’ll talk about good play as I see it but I think that good play and harassment of other players are two different topics. Using the former as a shield for the latter is not something I respect. I don’t want to run with good players if they’re going to harass other group members. I’ve kicked people out of my guild for such behavior.

Yes this is exactly my stance. I draw a distinction between play that is required at a certain level, and play that is a good idea at a certain level. Healers doing damage is always good play. It’s good play in a +30. It’s good play in a +2. It’s good play in a Normal. That doesn’t mean it’s always required since it most cases, it isn’t. I’m not about to enforce MDI-level strats on every player who doth dare to heal. Contrary to what Sophiamk seems to believe of my motives, I would much prefer to encourage players of all skill levels to enjoy the game rather than chase them away. I frequently act in a mentor role in my guild so I’m going to approach a lot of situations from that perspective, but I don’t think that novice players are something to be berated.

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I like to suggest to learn to read :wink: