Can we just revert the healing changes already?

It’s obviously not working with groups still pushing timed keys past M30, it only hurts the rest of us. I get why they want to make the changes, but for your average non premade, no voice chat group, it’s going to be a nightmare.

I ran an FH earlier, looked over the death logs after and it was just one shots all over the place, and if it wasn’t a one shot, it was less than a GCD to die. Didn’t CC or run, 2 hits dead. Didn’t kite the shark, dead. Nowhere to run, gets hit by floor attack, dead. Someone didn’t interrupt the glacier attack, well damn, were all dead.

DPS meter was fun to read, full health, 0.3s and 2 hits later, dead. 1.0 seconds, dead, 0.0 seconds, dead. You cannot heal that, there is just nothing you can do. You see people standing in the wrong spot, interrupting the wrong enemy, or not at all, and all you can do is watch them die.

It’s really not fun, and certainly not why I even got into healing in the first place. I don’t want players to fall over for any reason with literally no way to save them after they get hit.

And part of the problem is the rotating dungeon mode, it takes time for some players to understand what mobs to CC, what to avoid, what to interrupt, that by the time they have grasped it, well too bad, next rotation.

Watching them die, whether a better play could have avoided the issue or not, when it was not your fault, still makes it feel like it is your fault, because they died and you are the healer. I, and no doubt many others, want it so when players take damage you can actually, you know, heal them.

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Tanks are the babysitter not the healer, I think its wrong to think its the healers fault if somebody dies after getting hit by a avoidable. If you get hit by anything avoidable its your fault first and the tanks 2nd (maybe they could have positioned better). Its definitely not on the healer to babysit people who make mistakes.

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But if healing is too easy then people might be expected to push a DPS button or two in the downtime and we can’t have that or all those healers will complain on these very forums just like the time they did and ended up bringing about these terrible healer changes in the first place.

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With FH the shark attacks a random player nothing tanks can do about that
but i do agree with positioning but the speedy dps seems to stand in the front of the boss

No not going to disagree here, but it’s not the point I am trying to make.

In the years gone by being hit by something didn’t mean instant death, we could actually play our roles and heal people. But now it doesn’t matter how good or bad you are, the minute you get hit by this or that, dead, you cannot stop it.

There are some things you can and can’t do, for example there is a nasty debuff in FH, one dude gets hit by it, I BOP them. Next dude gets hit, well good luck, I throw whatever I can at them, they still die. Next time it happened by the time I reacted after I had just cast a spell and my GCD came off, they were already dead.

Yeh but we have gone from “Why do I need to DPS as a healer?” and obviously those posts happened because, and some people admitted it, healers were standing around in between casts doing nothing stating things like “I should not need to DPS, if players are not losing health I don’t need to do anything”.

We went from that to “Oh, you’re dead”.

Why can’t they just have regular outgoing damage? Why is it we went from one extreme were healers were doing nothing, to a point were healers cannot even do anything.

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are the sharks on a timer? I think its crazy for melee to think missing 2 or 3 globals is the end of the world, I wouldn’t be surprised if its mostly classes who suffer the most from movement who gives healers the worst impression of dungeons. The difference between a great warlock and a mediocre warlock (at avoiding damage) is astronomical compared to a class like mage when it comes to damage intake.

Preemptively avoiding mechanics used to be accepted, can’t really blame the toxicity of timers for making people not want to get called out by running out early.

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to launch i think so but to end them fast they need to kit them into the pools of meat on the ground

What do you mean? They doubled down on it in S2 and will triple down on it in S3. Now the raid cooldowns are getting butchered and healers will be thrown back into even more mana management. Stop with this weird hope thing, they won’t change their minds as long world first raiders and top tier M+ players are bored and advise them that healers need to be ripped apart further.

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To end them fast is to DPS more. The quicker the boss loses health the faster he will run back and collect the sharks, run out early and come back too late and the shark will stick around longer.

The pools only slow the sharks down some, and since the pools are random, unless the tank kites the boss around, it’s just catch 22, stick around doing more damage to hope for the best, or run out and make a longer than necessary fight.

what level key are you talking about? Because old heroic/mythic raids have traditionally had one shot mechanics and I’d consider where gear caps to be the equivalent in m+

One shot mechanics yes, proper, we know it’s coming and can plan for it one shot mechanics. But being hit twice in less than a second from some random mob who decided you were the next target and to die before a healer can react to it, that’s not the same thing.

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world first raiders and top tier m+ players weren’t the ones whining all over the forums for months about how awful it is when healers have to press buttons

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Half the whining wasn’t just about “Why should I DPS”, but a lot of it was about healers having downtime, so instead of ramping up damage overall and forcing healers to not have downtime, they went to 11 and it got to a point that sometimes you just don’t even bother healing because that dude is going to die no matter what.

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if you’re too slow to react to something when it happens you react before it occurs, people have been fine with this mentality in raiding since its inception. And I’m not saying the healer reacting to damage I’m saying dps who think 100% uptime > avoiding damage.

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How does damage not reach 1 shot capability in an infinite scaling system?

Damage scaling caps? Something that has never existed?

In S1 the first huge changes were already implemented and healing got a lot harder. It was fine. After that the elite players were the ones who still complained that healers were allegedly way too powerful and should get nerfed further. Now in S2 healers are still quitting left and right and healing is probably in the worst state it ever has been - and the devs still view healers as these godlike creatures who need to get nerfed further.
So no, this is not a result of a bunch of ultra-casuals whining during SL that they have to cast a Smite here and there to avoid being AFK in normal dungeons.

Now healers still have downtime, but in between there’s just insane burst dmg windows. Great.

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But at what point should one shot mechanics be a thing?

Imo definitely before 20s which give gear comparable with 7/9 mythic raiding.

I would say 16ish, that is giving aspect crests and mythic track gear.

Super easy telegraphs even much earlier, maybe 7s or so with the first affix. The first raid boss does a breath attack that can 1 shot a dps on normal.

If that was the case than the game would for sure lose basically 99% of healers.

I say damage should be constant, give the healers something to do all the time, make them pick and choose the right spells to keep everyone alive with or without personal defenses or off healing until around the M25 mark where it becomes a problem.

What they have done now is make it so you either do mechanics perfectly or die. Premade groups, the good ones, they will always do mechanics properly. How it should have happened is having a scaling incoming damage system they just gets to a point where no matter what you do, unless you run 3 tanks and 2 healers, players just won’t survive at all.

Done, keys are instantly limited to X, the incoming damage will just be too much for a group to bear, none of this “Whoops I missed, sorry for the wipe”.

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I’m not sure what spec you’re playing, but after picking up HPal after shaman and MW I can unironically see why they are popular and why they are brought to high keys. Between Daybreak, Tyrs, hand of divinity, divine toll, LoH, and aura mastery I can constantly cycle CDs. Not that other healers can’t do it, but HPal just feels so damn good.

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