That’s always going to be the biggest issue, but that’s not really the problem here.
It’s things like this that are the real problem.
Take my FH run as an example, 2 melee in with the tank and myself, one enemy decides to enrage and chase someone who is not the tank, I just cast a spell so my GCD is down, a melee gets hit and loses most of their health instantly, I start casting something and next thing you know they are dead.
The damage meter showed them dead in 0.3 seconds from when they first got hit.
We had exactly 0.3 seconds to react to the first hit, maybe half a second on top of that to react to them enraging, that’s less than a second total for someone to CC or get out.
But I assume you’re talking about things like the orbs and primalists in HOI, pelters and skorpians in Nelths Lair, and such.
Which, goes into the variability of dungeon pulls and knowing which pulls have scary abilities and which don’t. As a healer I know during orb pulls there is going to be high damage from them. I’m popping Yulon early for pre-emptive blanket healing, I’m ready with life cocoon if someone gets hit with a double cast. I’m ready with a ring of peace / leg sweep disrupt. And the more you control the beginning of the pack the easier it is because mobs start to die.
People don’t even skip the 3 orb pack on a fortified 20 because between stops, personal defensives, and pro-active healing cooldowns it’s not necessary. And a 20 is supposed to be comparable to 7/9 mythic raid.
Are players intended to flail around not knowing the mechanics, not using their abilities to counter it, and still succeed? Why? When should that stop?
You’re going to absolutely love all the nerfs to healing on deck in the 10.2 PTR. I just don’t get their philosophy when healers already seem to be on strike, Blizz doubles down, like they’re trying to make them ultra-rare.
the rage guys in FH fixate random targets. so do the bloodseekers in UR and the rage guys on the beach in BH.
the one i wasn’t expecting are the little fire guys in Neltharus that cast the flame ability. i got double targeted the other night in a 21 with no kicks up… died from 100% in a tenth of a second.
Yet most of what you say is more like “You guys are bad, just avoid the mobs that one shot you”. That’s no longer a healer problem, and that’s the problem, if someone in your group has a moment, misses their CC, misses and interrupt, has some lag, playing at high ping, even if your tank is not that great and loses aggro, those mobs will just delete people.
I have been doing M+ since Legion, was doing upwards of M15 during BFA and M20+ in SL, got some dungeon portals on alts that weren’t even geared enough, even during S1 and at the start of S2 in DF it was never this bad. I’ve been on and off healing since MoP and never have I felt like I do now, where feel completely useless as a healer.
Yet most of what you say is more like “You guys are bad, just avoid the mobs that one shot you”. That’s no longer a healer problem, and that’s the problem, if someone in your group has a moment, misses their CC, misses and interrupt, has some lag, playing at high ping, even if your tank is not that great and loses aggro, those mobs will just delete people.
There should be consequences for failure, perhaps?
even during S1 and at the start of S2 in DF it was never this bad. I’ve been on and off healing since MoP and never have I felt like I do now, where feel completely useless as a healer.
Yes, if you play with people who don’t play well, maybe you should be wiping?
S1 was way harder to heal, and I guess mitigated because you played with better players.
S2 is easier by miles.
S2 post augmentation evoker is not harder (with more gear too.) People failed upwards, and now discovering limits.
Then you must have only done it after everything’s been nerfed to oblivion, (which is not true difficulty.) And if your party doesn’t have an augmentation evoker, you’re also not playing on the easiest setting.
I’d argue difficulty should be moved downwards even more or aspect crests brought up to 20s.
Current 16 tuned to be current 20 and current 20 tuned to be 23ish 24ish area. (If aspects stay at 16)
The top rewards should almost require a set group that play well. Outside of the free bosses mythic raid always get gifted it kinda requires a set roster.
Just another point why this game has gotten worse and why the current devs have no idea what they are doing. No one should need to do content with a specific class or comp until they are pushing things like M28’s or doing world first content.
And no, I got my KSH prior to 10.1.5, also got KSH in S1, KSM in ever other season it’s been a thing prior to DF and doing some M20+ in SL. I’ve been here now for almost 20 years, healing for the most part for the last 10+ years, it’s never been like it is now.
I remember back in my day, ehen healers werent actively healing, they were attacking with their wands to regem mana for the next heal. Those were the good days.
I mean you’ve kinda answered your own question… if your DPS are failing to do the things they should to survive the encounter, your team fails the encounter. It’s not a healer issue, the healer’s job is not to fix mistakes. Run with better DPS.
Did they use defensives? If they get “focused” they meed to… expecially this week… did u use your blinding beacon? Did the tank use their incap roar? Did frost dk use the freeze ability… frost trap? Binding shot, ur stunn hammer? Monk stun, ring, etc… so much can be done but was not… U need to realize u cant babysit incompetent people and should not… its not ur fault… download elitism helper and it will tell you if its ur mistake or theirs