Everyone is calling for Hpal nerfs, as they’re undeniably the best healer in rated PvP at the moment. I don’t think that’s necessarily required. Hpal just has the most complete kit. Every other healing spec has a flaw or two.
Disc: Goes oom too quickly. Really strong healing and toolkit.
RSham: Honestly really good, just not as many tools as Hpal. Infinite mana.
MW: Needs a ton of help. Weak defensives, easy to kick, ooms super fast.
RDruid: Goes oom too quickly. Made worse with their HoTs being purgeable.
Hpriest: Does anyone play this? Too many casts, I guess?
We need to address those issues before looking at knocking Hpal down any more.
I could see them attacking mana costs on Hpal moving forward, which I wouldn’t be entirely against. I feel like drinking is an important part of arena, and should be rewarded. I just think they need to fix the (weaknesses?) flaws with the other healing specs before taking a second look at Hpal.
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That’s a stupid idea. Bringing all healers to HPal levels will slow - even more - the games. That’s a big no-no.
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they need to remove awakening and small nerf wog but buff FoL
buff rdruid and mw
easy
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Healers are there to prolong matches. If they can’t do that, then they’re functionally useless. See: MW.
Games are far from slow right now. Most matches end well before dampening has any input. Most end on the first or second set of CDs.
Healers going oom before dampening even kicks in, is not intended. Especially seeing as some (Hpal, and RSham) don’t go oom even when dampening is 30%+.
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Healers should go oom before damp. Matches shouldn’t last 10min if every one is playing well.
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If you have an overloaded kit like hpally then you should get a mana efficiency hit to balance you out.
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Totally agree with this. Specs like mw, hpriest, mw should be lasting like 5 min. Disc lasting 3 and hpally around 4 or less.
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Easiest way to fix hpal is put a massive mana cost on holy power generation and it forces good players to use FoL/HL to be mana efficient.
Mana management should be part of a healers skill cap.
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The thing is every healer has a ROLE
Paladin is healing + defensive
Shaman offensive + healing + control
Priest has offensive+ healing spec disc, and full healing holy
Druid is healer + control too
And so on, so thanks to the meta the holy paladin is the best right now, but overrall the best healer will always be SHAMAN thanks to his kit, it just depends on what playstayle do you like, want or need on the composition of your team
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Paladins need a nerf to their overall toolkit.
All healers need to have their mana costs except disc go up. These games are lasting too long.
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Seems fair generally. I’m getting really mad playing my disc because it’s pretty much a guaranteed loss vs hpal if we can’t kill them in 2-3 minutes because of oom.
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Disagree strongly.
Buffing the other healers will improve their representation and make the meta more balanced.
With how high damage is, it doesn’t really matter if a healer had a literal 0cd LoH if said healer is stuck in a CC when someone gets 100-0’d (which is generally the name of the game right now).
If I’m playing well (no significant errors) why should I lose to another team by the 10min mark? This logic is problematic.
As I just said in another thread, if matches ever conform to a meta this fast, PvP will be officially circling the drain.
I know it’s an unpopular opinion, and nobody wants 15min+ dampers, but 5mins isn’t even enough time to hit second cycle of CDs for some… If you want games that are over before second cycle then effectively you’re having CD races rather than actually trying to force your opponents to make mistakes and punish them.
If <5min becomes the standard for arena paces, I personally will probably take time off indefinitely from WoW PvP.
Into a mage? Sure, probably. Shams are niche anti-wizards. Overall? Not so much.
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There isn’t an easy way to nerf hpal mana without affecting PvE. They’ll have to hit Hpal elsewhere.
Hopefully it’s not too much. Just look at what Blizzard did to Mistweavers
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Or just make Hpal actually use mana, incentivizing casting FoL instead of Holy Light is a start. If Holy light mana cost cant be increased “becuz pve reasons”. If they are gonna have every CD known to man they should atleast be mana intensive.
Disc is a good example of balance I think their througput might be a bit high, but their defensives (pain supp/dome) are kinda mids. But their mana consumption matches their throughput so it works.
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This is false. You can increase the cost of mana spells in pvp. Do you even pvp?
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Like you said, your opinion is an unpopular one. People do not want 10 min games. 5 min is enough for 3 trinket cycles which is plenty long. Thats 2 sets of 3 min cds, and 3 sets of 2 min cds which I think is perfect.
Hpal is incredibly toxic in the current meta and is forcing deep dampening games when every other healer has much earlier lose conditions. Even Rsham doesn’t have to run oom before it loses due to less defensives to rotate through.
Currently both in AWC and on high rated ladder win conditions outside deep damp are rare. Hpal needs a real nerf.
Games should not last 7-10min on average, that’s horrid design and back to BfA. A 5 min match is 3 CD cycles for most classes and 2 for others. So your statement is very incorrect.
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If disc had hpally mana then theyd be the best healer in the game. They are balanced because since their kit is really strong, their mana is bad. Hpally needs a similiar adjustment. They shouldnt oom as fast as disc but should oom faster than every other healer by a long shot.
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All they have to do is make holy shock cost X more in PvP. That’s why PvP auras exist, it’s why PvP templates still exist. It’s why things like healing hands is nerfed to 70% instead of 100% in just pvp.
I think if both teams are playing well, and there are no mistakes being made that can be exploited, then they should be at a stalemate until one of the healers goes oom. How unfun is it to lose a match when playing perfectly?
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