There’s only so much you can pull while still keeping a pull safe enough to not one-shot anybody.
Healers have time to deal damage because outgoing damage isn’t constant (rot damage), but rather spiky which is saved by proactive gameplay. If the healer is playing properly then someone will be hit for 95% of their hp, topped up and then some time will pass before the next person takes the same hit.
We need more damage. When my guild does dungeons, I will dual heal and damage because that’s what my spec is. I do damage, the healing happens, and I top off if people need more. So, yeah, increase the damage healers can do! Especially disc priests because we don’t just heal in dungeons, raids, or whatever - we’re doing open world content too!
Largely doesn’t change much. The damage events do more damage but it doesn’t reduce the downtime between them. In fact the environment gets more controlled and predictable which makes planning out gcds and fitting in damage even easier.
If they want to be able to properly tune healing in M+, they have to put this whole AOE stop meta to bed for good.
That way they can tune the challenge of healing with the assumption that mobs are actually going to do stuff.
Cause how do you make a healing challenge that’s both doable when everything happens, and still hard when 80% of the damage of the pack just never happens because the mobs are interrupted/stopped/CC and don’t cast their abilities?
You’re the one suggesting a change. Me opposing your change of making keys easier does not mean I think they should be made harder.
The reason I play keys is because of their challenge. Players can already dial in on the level of difficulty they find fun by moving up or down the scaling system; if at a certain level key challenge starts flattening out, players who enjoy those levels don’t get that challenge.
I am very skeptical Blizzard would be willing to make keys easier in this way without compensating for that difficulty in other ways. I would much rather difficulty come from things that can be overcome by good play than difficulty coming from something that is less predictable.
I mean even if we say this is true, wouldn’t you want to minimize the chance of bricking the key in the first place? If you’re the healer and have a choice to DPS in downtime or not, why would you elect for the option that increases the likelihood you don’t time the key?
Prune down dps defensives/self healing significantly and give that power back to healers. ( like give dps maybe ONE defensive add in more defensives for PVP in the form of pvp talents if needed for that game mode )
Less one shots, more rot dmg, more dps checks, give tanks more dmg, make it so interrupts work like dispels. ( where it doesn’t go on cd if you dont interrupt something )
I’m rather open about my main (tomtemonk) but sure, I’m full of it and should believe the guy who wants healers to get a free carry is worth listening too.
Also okay with that because they will eventually learn to use it if not interrupting kills them and ends in a significant dps loss or wipe.
( azshara in the Well of Eternity dungeon is a good example, also as a healer I could easily use a GCD to handle it if dps were that lazy and couldn’t spend a single GCD preventing their death )
Also they could add in a buff for interrupting successfully to incentivize it. See how many people click the button then. Heck could even add significant dps type nerfs/debuffs that can be interrupted along side the dps checks.
Some won’t, and playing with them as teammates isn’t going to be very enjoyable.
And that’s ignoring the impact not having the kick available due to being on GCD can have on the timing of other things.
This is a terrible idea for the same reason trying to assign a rating based on performance is a terrible idea. This encourages everyone to interrupt the first cast leaving the rest of the casts to go through. It would be objectively worse to be third on an interrupt rotation due to not getting as many buffs over the course of a dungeon.