Healing right now feels horrible and insanely weak

I have been healing normal heroic and timewalking, so nothing major, but have noticed more timewalking and HHorseman deaths than in the past.

Out of 10 timewalking, only had one where we wiped several times. One of the DPS was complaning and blaming my healing. I decided to only heal him at 25% or below, so that he would hopefully slow down. He was not the tank and had been top dps with more than double everyone else. Suddenly things were smooth and pulls were not too large, and i realized this DPS player was pulling and that is specifically why we had been wiping. I was angry at the tank before this realization. I topped him off with health and suddenly he started pulling again and died. I tried to heal him as best i could, but can’t heal that much. I vote kicked him for “pulling” and it passed. I was so happy that i wasn’t kicked and he had his karma. The replacement got lost, so we 4 manned the last trash/boss without incident.

It is shocking that this DPS player did not understand that he was the cause of the the wipes.

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Healing feels like… can I get a crit please. Otherwise it’s fine. Kits might be a little overkill thanks to raiding. Makes me wonder how PvP’s looking.

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You start out strong and then by 78-79 your heals don’t even move health bars

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In the new TW scaling dungeons healing on a near cap character is god awful, while the previous version (everyone scaled down to the same level) healing felt good no matter the level.

I still don’t understand Blizzard’s change with some of their comments being how having everything scale up to the player would make it easier to maintain and balance.

Like how is setting everyone and every mob at the same level more difficult to balance than scaling mobs to players at various levels and then trying to scale stuff like healing up or down based on level differences between players?

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Healers can still survive being focus targeted by six dps and live for an embarrassing long time by pressing just a few buttons with the exception of pally if dispelled and monks.

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So, uh, yeah, this is the result of giving dps 30 defensives and ways to stop casts. Dps are heavily responsible for their own survival (as are tanks) so poor play from either can only be so compensated for.

I think a lot of people are expecting healers to refill their health bar but they’re only really meant to for unavoidable damage.

If healers can’t tank at least 2 dps for several minutes pvp folds in on itself, so healers (for the most part?) are fineish. A few are stronger than others but whatever.

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Seems pretty low, you are increasing your healing with renewing mist and soothing mist and all that right? Vivify has a lot of multipliers you need to set up.

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Healing feels mostly fine now that everyone has gear from the perspective of 10 keys.

The biggest remaining problem imo is that players can just suddenly drop on the floor from full hp if they don’t push their own defensives correctly and some of the healing specs can’t do anything about it due to being unable to mitigate damage for them.

That and if mobs double cast on someone they can also just instantly die.

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IME expansions usually go like this:

Early days: Warriors destroy everything

After a while: Warriors are worst class, DPS dominates

Late stage expansion: Healers are impossible to kill

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Prot Paladins when a tank buster isn’t blocked:

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I agree and wonder, can a tank just have lots of stamina and hp, could a healer have a couple of big heals and also some team heals, and lets just have fun in the group stuff?

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It’s rough until you get geared up, for sure. I think once I hit ilevel 610 and had the 4p set, I started to feel like I could keep up with all the damage that was coming out. But even now, going into 9s and 10s, it’s wild how bursty everything is. Blizzard just whiffed with their design goal of making mythic+ less bursty by increasing player health pools.

Instead, we have this weird situation where heals don’t heal for enough because of the large health pools, but damage still chunks health pools for 80-90%. I was in a +9 Stonevault last night and a DPS caught two curse debuffs at the same time from the initial pull and was deleted as soon as they ticked. My dispel was on cooldown because I had just dispelled the debuff off someone else. So yeah, I don’t know how classes that can’t cure curses even get through that hallway since it hits so hard.

Players are running around with 4-6 million hit points, tanks have around 8-11 million, and when the whole group is taking 2-3 million damage per second, there’s only so much a healer can do. The numbers just aren’t there to do 10-15 million healing per second. So at a certain point, your success as a healer isn’t in your hands. Your DPS has to use defensives, health pots, and take 0 avoidable damage as well as interrupt/CC everything.

It would be nice if healers had more control via healing spell values being increased. A DPS using a defensive should be a bonus that gives you a break as a healer, or let’s them save themselves from a mistake, not a requirement to be able to survive an encounter.

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I miss when healing was pretty easy but you had to manage mana and drink sometimes

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Nah, they’ve hit this goal.

Yeah they’re just using the base.

Holy priest even can hit 1.7mm a heal not including the extra heal from 4p etc

Monk healing is some of the strongest feeling, so idk why that’s what he picked. Look at disc out of combat flash healing at least lol

Prayer of Healing has been useless for like 2 expansions. It’s crazy that a 5 person group heal doesn’t provide any meaninful healing in 5 man content. They should have merged it with Circle of Healing years ago.

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Sure, it’s not bursty at all when a tick from a DOT from trash mobs 1 shots a player.

It’s funny how obvious your responses are. Like, I just see the name and already know. I guess it’s your schtick on the forums to be a contrarian, but compared to Dragonflight Season 3 and 4, mythic+ right now is a lot more bursty. It’s just weird to try to claim it isn’t.

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all aoe heals feel weak

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I’m fairly certain the issues people are running into with leveling healers are due to how Blizzard has implemented scaling- I believe that it’s not based on character level, but on ilevel by character level.

If you look at the recent post Blizzard made about changes to timewalking scaling, they scale enemy HP by character ilevel, but they only showed us the scaling at level 80. The issue is that character levels go up far faster than ilevel, the gear you do get isn’t epic quality, and even heirlooms don’t keep up with the level of the few pieces of gear you get. And then you go to heal someone else, whose character level also affects the scaling of your heals, probably also assuming they are fully geared in epic?

Basically, I think they made too many assumptions when creating the scaling. My 50 resto shaman alts at level 10 with ilevel 5.3 were destroying the dps meter, could heal fully geared level 80s with two casts and could tank the Headless Horseman boss AT THE SAME TIME. It was great, but something is clearly off.

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I just hit 80 with them a couple days ago so that’s hardly top numbers. The point is the percentage of health restored vs. health pools. I don’t think Bliz grasps just how much health people have now.