This is subjective. From the perspective of someone trying to secure a kill it’s annoying, but from the perspective of someone trying to keep people alive if matches didn’t run into dampening the gameplay experience would be poor.
Once again, if you could walk up and zap healers out of existence, no one would live longer than 5 seconds in team fights. This would create a poor gameplay experience. It sounds like you don’t like the design of WoW PVP that much and would have more fun with a game like Diablo (which are incredibly fun games if you’re looking for a ‘run up and crush everything’ gaming experience, by the way).
Not that it matters but this was an awful exchange of resources. If any player can trap 3 enemy DPS and 1 enemy healer at a node while spinning for long periods of time, they’re effectively costing your team 50% of your map presence. It’s genuinely a miracle that your team won if this scenario played out exactly like you’re saying it did.
it’s too bad you were so sensitive that you had to ignore me to be able to regulate your own emotions because I’d give you the advice to stick to ret, because if you can’t even succeed on that, you have no chance on anything else except for fury warrior
this right here is why the game has been in such a terrible state. bad dps wanting it easier and easier until it gets to the point that the healer needs to essentially removed from the game. Do you know why solo queues are so long for dps? Have you tried playing a healer?
I wish dps who have no idea about the game would at least try playing a healer before carrying on
I would be down for mana mattering again if they unpruned all the counterable mana management and mana drain mechanics the game used to have, which made mana interesting.
Instead of just X healing spec arbitrarily being susceptible to OOMing but not Y healing spec.
P.S. Buff hybrid heals. Actually pathetic that classes like hunter and mage are healing for more than them now.
I’m honestly fine with the potential of ooming on all my healers, as well as mana burns returning if that means dampening goes away. You can make games end just as fast by nerfing healer mana, but also making it so we move hp all game, rather than just dying because my entire team takes 80% less healing on top of being msed
There’s no way this happens for anything longer than 30 seconds - 45 max - without either the 5 people being a combination of non-DPS roles along with DPS, or most of the group being woefully unskilled.
5 competent DPS players, focusing on one healer, have the ability to shut down that healer quickly.