I’m positive about the developers’ stated goal for the next expansion: reducing damage spikes and moving away from the “one wrong GCD means death” style of healing. But while this sounds like a good direction that would make healing more about cadence and resource management, we’ve heard this before…
To be honest I feel the problem has only gotten worse in Dragonflight… So sorry if I don’t fully trust Blizz this time.
Anyway, I believe there’s a fundamental reason for Blizz to be failing in the implementation of this supposed “design goal”. The core design of Mythic+, specifically its infinite scaling, works directly against the goal. As key levels increase, all damage scales up. Mathematically, there will always be a point where unavoidable damage simply exceeds a player’s health pool, resulting in a one-shot. This forces the exact “spike healing” gameplay the developers want to eliminate. No amount of “cadenced” healing can save someone from an unavoidable one-shot. It’s a mathematical certainty of the system.
So I know many of you will disagree, or even hate the idea that I’m talking here about, but seriously, I don’t believe there is any other way… The core idea of what “fails” a key NEEDS TO CHANGE. The primary wall for pushing keys should be the damage check (the timer), not the survivability check, else, again, mathematically, there will always be a point where unavoidable damage simply exceeds a player’s health pool, resulting in a one-shot…
A group attempting a very high key should find themselves failing because they simply cannot output enough damage to kill everything before the timer expires. Their failure should be a clear DPS check. If enemy health scales much more aggressively than enemy damage at higher key levels, you create a system where the timer becomes the real challenge long before unavoidable damage becomes lethal.
In short, if the developers are serious about this new vision for healing, I really believe the solution is in the M+ tuning philosophy itself. And while I can understand everyone hating this fact, it is still a fact. If a key fails due to a lack of damage rather than a lack of impossible healing, you create the space for healers to perform their role in the strategic, cadenced way that developers say they want. Make the timer the wall, not the health bars.
There is another point to consider here, and that’s how we measure the performance of DPS versus healers. For a damage dealer, their metric is straightforward. More damage is almost always better, and their DPS numbers are a good reflection of their contribution. For a healer, HPS is a much trickier, and often contradictory, metric. We can only heal up to 100% of a person’s health, and more importantly, a healer’s HPS will often be higher in a bad group that takes tons of avoidable damage than in a great group that executes mechanics perfectly. A high HPS can be a sign of a struggling group, not necessarily a skilled healer. IMO this fact also reinforce the idea that damage done should be the real metric for the scale, not healing.