Either make healing harder or make healers do way more damage

lol nice one 5/7

The last thing they should do is nerf tanks. There are other ways to make healer gameplay more engaging and rewarding, no need to risk reducing the already dwindling tank population.

No one is asking for the healing checks to get more difficult, I’m just tired of there being 30-40% of the dungeon where basically no damage is going out, so I’m left pressing piss-weak DPS spells.

Spread out the healing requirements, this spiky all-or-nothing gameplay is problematic. Otherwise, increase our damage so those globals don’t feel pointless.

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This is the annoying thing to me. For catweaving we’ve got what, a good 8-ish talent points put into cat damage in our tree? And we get like 1mil DPS on a great pull. Most of the pug keys I run come out closer to 6-700k overall.

It’s very much a ā€œwhy am I wasting my time pressing these buttonsā€ feeling. I want to do damage as a healer. I am not asking to sit around doing nothing. I like having that extra aspect of skill expression. But it’s dumb to feel like I’m not accomplishing much more than if I did stand there doing nothing.

this is the same as removing them.

Yet somehow, I still don’t get heals after a Gigazap is cast on me in Floodgate.

Thank god there are other americans who aren’t as bad at reading as you seem to be.

Healers aren’t used to healing.

OK I understand that, but your proposals here the only one that makes sense to me are:

The problems I see out of this is balancing… and people setting up expectations around healers actually doing this. What are your thoughts, how do you think this would affect the 90% bottom?

I won’t comment on balance, since the best we can do is hope blizzard balances healer DPS better.

But in terms of expectations for the bottom 90%, that’s a valid concern that I know a lot of players share. I think my answer to that is that there is a range of healer damage contribution that doesn’t meaningfully affect key success rates, and we’re currently nowhere near the upper end of that range. Point in case, healer damage was much higher in DF, and for the vast majority of key levels healer damage still didn’t play a significant role in key success.

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Mistweaver, Disc, Pres, Hpally. All legit doo dps doo gain benefits and what not. What is the problem with them gaining dmg since thats litterally the point of them.
Feels really bad too play something like mistweaver or disc which HAVE TO DO DPS, but the dmg they deal is basically nonexistent. It especially feels bad on holy pally when u use shield of righteousness annd get essentially no dmg while spending 3 holy power.

Those are my two favorite healers to play. It doesn’t bother me at all. I play a healer to heal, and I don’t give a single eff what my number is on the DPS meter.

I understand this opinion is very subjective, so I’d rather not argue over it. That’s just how I feel and I’m pleased with Blizzard’s decision to neuter DPS so I don’t have to think about it. I still get the fun of performing a DPS rotation to heal.

At that point just playing them would be getting you good dmg no matter what.
So theres no reason to not have healers do more dmg at that point.
If u are playing a mistweaver or disc you just healing would be doing good dmg anyway.
Personally i would like too have some kind of way for skill expression that isnt just some cc and ints. Healing is just a baseline on what you do, and just sayin on a plethora of boss fights where nothing is happening would be great if the dmg you did actually meant something.

This is a balance problem and its correction will ripple across all game modes and will impact M-Plus differently at low vs high keys. Changing healers output would negatively effect Low keys (less experienced players take more damage) and all other game modes.

Any correction would need to be made to M-Plus game mode specifically and likely only to higher keys by way of some type of healing dampening.

For those two examples, yes. DPS happens naturally because you are doing it to heal. The other healers are not so interwoven with their DPS rotations. There are procs and buffs but it’s not as intertwined as Disc and MW, making it something you need to think about.

I remember when healers did notable DPS. I did not like the pressure it put on me, and I hated being compared to other healers for DPS. I remember the conversations in the class discords about pulling more DPS. This was a thing before and I did not like it. I personally prefer not thinking about my DPS, even if there’s downtime. I won’t deny that there are bosses with not much to do, like the Oasis boss in Streets, but it still doesn’t bother me. I don’t play a healer to DPS. It’s not weight I want to carry or be expected to carry.

Just want to reiterate again that I’m speaking subjectively. I know other people have opinions and I respect that. If Blizz made healer DPS relevant again, I’d grumble about it, but I’d still play the role regardless.

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Healers can’t be ā€œbalancedā€ this way. If the healers that turn damage into healing are dealing significantly more damage than the damage other healers are capable of doing, there would be no reason to ever bring a non-DPS-centric healer. It would be strictly better to bring the healer that gets damage for free than the healer that has to choose whether their next global deals damage or heals. That is unless the DPS-centric healer is incapable of doing enough healing to actually keep their group alive.

spoken like someone who has no idea how balance works in an MMO

You can balance healer theoretical maximum against expected uptime. Healers who have DPS as part of their core rotation do less, while healers who have to stop healing to do damage and mainly heal during downtime do more.

The fact is there’s a huge amount of downtime when healing competent players in mythic+. Even at high key levels.

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Ouch, my eyes.

I agree with you, OP. And I like your solution for those healers that absolutely refuse to press damage spells.

Regardless, I do believe that healer damage should at least be able to match tanks (balanced with uptime so that specs like Disc aren’t inherently OP). All specs, not just a handful of outliers. Being able to world quest at something other than a snail’s pace before I get decent gear would be awesome.

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This OP does not know what they are talking about and should go away.