And I would classify that as aid-DPS.
Or if their talent trees offered a choice of either more healing or more damage. Right now, Blizzard says you play their way and that way only. Choice is gone. Disc/augmentation was supposed to be a hybrid. Disc is horrible damage/augmentation is just horrible.
Choice here, choice hereâŚoh Ma CHo1Ces!!! Too many choices are bad.
Hybrid doesnât entail competitive dps.
Its not even close.
As I said, Blizzard created a problem with its design choices, and OP is offering only one solution: remove options in order to make healing less fun and less popular, making the fewer healers still in the game harder to find.
If the net result of Blizzardâs war on healing is fewer healers at all levels and all levels of difficulty, that was probably the intent of these changes.
Where in OPs post do you see anything pertaining to removing options?
Regardless - I can assure you there is no âwarâ on healers. It is simply the fact that most of the players donât want to bare that responsiblity and deal with the âconsequencesâ of the roll. Same is said about tanking.
OP needs to look bigger. Healing should be fun. Healers should be larger than life. There have been many posts on how to add fun healers. Big summons that heal, pets that heal, different weapon classes that damage/heal in melee and at range. Blizzard needs to evolve.
People who see punishment of those who play differently from them as an important function of videogames canât understand that.
I am OP and I said nothing like that. I want healer gameplay to be more fun and rewarding for all levels of players. I think we need more consistent but less spiky damage intake. I shouldnât have 30% of my globals be damage globals, especially if healer damage tuning is this low.
My title is just clickbait, because I felt like it.
Blizzard has regularly added unavoidable dmg to almost all pulls at this point. If you want to heal more, do harder content.
So this is just a bad faith thread you started to push for more of the same changes you know have driven healers out of healing, while claiming doubling down in this way will make healing more fun. As long as you throw a little sop to changes you know Blizzard isnât going to make that wouldnât help much.
Yeah. No.
This isnât some conspiracy to ruin healing. I love healing and I want as many people to enjoy it as possible.
I do ask for this, because after the first couple weeks in heroic, itâs pretty easy to do so.
Iâd like to see Blizz experiment with healer support spells instead of giving healers more damage. Imagine if Aug was a healer instead of dps. Heal your group and buff their dps at the same time. Of course all healers would need to get that at the same time or whichever one did would become the only M+ healer.
Healing in 15s and 16s is still full of time to twiddle your thumbs. Give healers something to do rather than afk for 50% of a dungeon.
I honestly think they need to get rid of casts and kicks in dungeons altogether. Then you can have more continuous unavoidable rot events.
Right now you canât because you canât balance keys with all the kicks that are required unless you tone the damage of the casts way down and they dunno how. The casts either do nothing or they hit for 90% hp.
Couldnât they just cap the amount of damage bolts do in keys? Donât they already have tech to make certain things not scale past certain key levels?
The scaling is the problem. All the things that cast should just all do a flat amount, stop making them scale. Just always make them hit for the same amount all the time. Theyâre too lazy/incompetent to do something like that.
Blizzard could create a spectrum of damage versus support where each healing spec falls somewhere on that spectrum. The healers that give DPS to their group would deal less damage while the damage oriented healers would be capable of more individual output.
They might be these things, but not because of your suggestion. That increasing damage is a big part of the added difficulty of the key; remove that and the key becomes much easier.
What ifâhear me outâthere was a game mode with infinitely scaling difficulty, where you could move up once you reached a point where the key level was too easy.