Healer damage (while soloing) is too low

I’m not going to switch specs just to do some campaign quests. I don’t enjoy Prot or Ret and I don’t have the gear for them. Healer damage while soloing is just too low. We should pull the same numbers as a tank does.

An easy fix is just to give our mastery a DPS component, just likes tanks. Maybe some optional talents that increase our damage too (stuff that you wouldn’t typically run in a raid or dungeon setting). Just something to make our quality-of-life better please.

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but healer aren’t meant to dps according to the forums :thinking:

I think you should be pulling more mobs at a time. On my disco, 5-6 seems to be the sweet spot. As a healer, keeping yourself alive is kind of a given, so if you pull more mobs, even though it takes a while, it would be much faster than killing them all individually. I absolutely agree that ST healer damage in the open world should be better. Just a suggestion for the meanwhile.

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I don’t think there a lot of MMOs that get that right, they should do something like "When not in a group, your offensive spells’ damage is increased by (insert good amount of extra damage here) to make it more enjoyable.

I think one of the main reasons why tank and healer isn’t as popular as DPS is because of how niche it is, especially tanks that are slow in the open world, usually only have meme representations in PvP and have only a handful of spots in group content, some of it bleeds into healer, like having a 2x more boring open world experience definitely is something that makes playing said role less attractive, at least to me.

The options are there for you. So are other talents to choose while in Holy to increase your damage. Pull more mobs, use Holy Prism, that sort of thing.

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Well not the role of the healer is the problem, but that we are solo players in a MMORPG.
The whole interpretation of the game is just wrong and therefore everything has to end up being mangled into a uniform mash, which is not an MMORPG, but a single player RPG and even in those healers are just that and don’t do any damage because they have their NPC party members for that.

The whole concept is just stupid here and therefore so bad and like a work after work.
That’s why the numbers of players keep dropping, you miss roleplaying values.

As a healer you should find here steadily in the open world easily groups, or 1-2 people with whom you are then on the mockery a few hours playing. And that would have to work out great because these other people who are not healers, solo incredibly get on the face and then have to regenerate for a while, dying more often, because the world is MMORPG fair, heavy and slowed down, and so on.
This has to be the case for MMORPG mechanics to work in the game world at all and for this genre to retain its value.

But no, let’s make it a solo game, work off and competitive spiral. And then let’s make everything fit this game principle and destroy all RPG mechanics… All silly decisions and long longevity preprogrammed.

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After reading all this and interpreting it the best I can, two things:

  1. The carbuncle ate itself :upside_down_face:
  2. MMORPGs have moved beyond required grouping for the basic task of leveling. It created an awkward barrier of entry for many players and is what led to WoW having the success it did early on. If we were still operating along your way of thinking MMOs would have peaked at old EQ where only a few select classes could solo for any meaningful progression beyond early levels if they abused certain mechanics.

Just switch specs. Even tank damage is low.

But you could also say that today we would have very well-developed MMORPG systems with incredibly deep and well-optimized content that would dangerously immerse you in another world…

The development of MMORPGs is still at the level of 2004 or so. That’s the real problem, because in all of these MMORPGs we’ve simply crafted an end-game scenario around item swapping. Say a kind of Diablo 2 boss run mechanic and all the rest of the role-playing has just been bogged down or mangled.
And all the developers went along with that, even in the other games.

What’s the payoff for that? A broken genre, worthless and inane, a dead zombie community… An infinite item spiral and an RPG has been turned into a competition. We even have live broadcasts of people trying to outdo each other to run through an instance faster… lol…

So this is supposed to be MMORPG? I want my genre back and I want to experience 20 years of development there and what will become of it when you play the path again and not the so-called last level around item and number war as a solo game, etc…

No, not me and my way of thinking are the problem, but the destruction of the MMORPG and the lack of further development of this genre and not its sacrifice…

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That’s just, like, your opinion, man. There should be more open world content, yes. It should be solo-able. Being unable to do anything without a group would murder this genre. Period.