Nah it’s totally fair that one role gets to do 1/3 the GCDs of the others
No offense but couldn’t you make it harder on yourself by getting rid of some of your high-end gear? Lol
We spend most of the expansion getting the god gear and then we complain that the game’s too damned easy lmao
Sounds like gearing is counterproductive for some
You make good points. But it is really all in the Mplus design of the dungeons, changing how the player’s damage output works would not be the way to go.
Change the dungeon designs, though, maybe you are in the minority.
I don’t mind healers not doing damage at all, but its been pretty bad when they run out of mana very often. It shouldn’t be a big deal but sometimes we can’t really wait for them to sit and fill them mana
In both cases, if they don’t use those and aren’t getting carried, they don’t get far.
And then half of them act like they are doing gods work and need to be thanked for pressing a cd during scripted damage windows.
What the heck is an Evoker shaman?
This kinda misunderstands the problem. You cannot design dungeon content that requires all healers to use all of their GCDs to heal at all times.
There is only ever going to be a finite amount of damage going out, and a finite amount of relevant healing to do. A more skilled group who takes less damage will have less to heal, a more skilled healer will be more efficient and do more healing, and a more geared healer will also do more healing.
What might take one healer 100% of their gcds will take another 80%, or 60%, or even 30% if their group is good at avoiding damage and they plan their cds well.
You could design the content around the capabilities of the last guy, but then everyone else worse / less coordinated / less geared simply fails to meet the requirements necessarily to beat the content.
Healing is a zero sum game. The more skilled at healing / geared you are, the less time you will spend doing it.
This.
M+ is a cakewalk because WoW’s M+ playerbase demands that it be a cakewalk. They just want the welfare gear, that’s all.
I mean… this argument works for 10s but it falls flat when you get to the highest level of keys. The real answer is that the amount of healing that needs to be done fluctuates because otherwise every mob would need to be dealing constant group damage. There will always be periods of low outgoing damage, and those periods will always be times healers have spare gcds.
Was healer DPS higher before all the “I refuse to DPS” whiners flooded the forums?
(And the notion of “sometimes the healer doesn’t have to heal” is foreign to me, because I’m always taking damage. Because Brewmaster. We aren’t allowed to have mitigation that doesn’t hurt us. )
Noticeably yes. Healer damage has dropped by roughly 40% in TWW compared to DF, and DF was a sharp dropoff compared to SL.
While this might be true, very often that healing can be done with tickover healing or a small percentage of overall globals. One thing to remember is mobs in M+ can largely be CCed / interrupted so a lot of outgoing damage can be stopped for periods of time, usually at the start of a pull when everyone is blasting, and then outgoing damage again decreases when mobs start to die off.
It’ll be interesting to see if the fellowship game encourages any changes to m+
To the topic, I’m not usually a fan of “make healing a full time job with no time to dps” because it’s just going to make the less skilled healers struggle.
At the same time, the tippy top healers probably need something to do that isn’t “minor healing or target died to one-shot” or what have you.
“We don’t want to DPS make healers heal”
Blizzard: Increases frequency and volume of outgoing damage in dungeons
“Wait no not like that!”
Fellowship has pretty big emphasis on healers contributing meaningful gcds at all times, and has relatively involved dps options for both healers (As well as more passive options too).
I really, REALLY, enjoy how both healers in that game play.
I’m not into M+ but hearing this makes me kinda curious to try it out.
I’ve only seen a few videos on it, but it looks interesting. Dungeons are my main content so I might play it.
I don’t know how it will hold up over time though (especially for a small pop like oce)
Actually, I don’t even know how it’s handling oce.
To give the whistlestop tour.
One healer is entirely HoTs and ends up playing like a mix between Rdruid and Rshaman if I had to compare, she also does most of her damage with summons and can store up huge amounts of burst damage. And the other is like a mix between a disc priest and a holy paladin, but it also has evoker orb that also does damage.
You can see how much fun this is by playing KotG as a resto druid in M+. It’s like taking a 20-30 ilvl penalty compared to Wildstalker. Your ability to burst people up is also tied to cooldowns where WS can heal through most healing checks without a cooldown.
The solution is simple.
We need bards.
I see. So they nerfed damage because of the “I don’t want to DPS” Karens.
How sad.
Should have told them to shut the hell up more vigorously, I guess. It’s an old lesson in WoW that Blizzard will always listen to the people with the stupidest ideas, unless everybody puts those people in their place.