The game isn’t designed to force a healer to achieve DPS numbers. You wouldn’t know that though because you don’t actually do any content where the game forces anything.
I’m sorry, I know you think I’m BMing but you’re acting like quite the Karen about this. Talking as if you’re an expert about content you never do then aggressively going after anyone who disagrees.
You’re a casual player which is neither immoral or illegal but you have no experience at the actual dps and healing checks of high tier content so you’re in no position to say whether the requirements of healer dps are too much or too little.
You can literally never touch a damage button and easily clear 9/10 N and +4 keystones like you’ve done. You could probably afk entirely and still complete it
Agree to disagree. A rando who has 0 interaction with professional basketball will never have valid ideas for the league as a whole. You have to have a basis. I can’t have valid SpaceX ideas because I know nothing of astrophysics and the engineering requirements.
Maybe you’re suggesting Sunszu is just some healer savant who is a genius but just doesn’t do the content because. But the % likelihood of that being the case is so small it’s almost entirely disingenuous to argue from that vantage point.
Occam’s razor. If you don’t do something, you can’t suggest ways to improve it.
Meta classes/specs have always existed in WoW (and pretty much any game with anything competitive in it) though before m+ it was mostly focused on PvP.
The term Meta only really became part of the normal players lexicon when it started being used for m+, which is why so many people think it is a recent creation.
HPal literally cannot function in its current state without doing damage. Disc Priest is kinda similar but it doesn’t do that much damage.
Having healers do damage is objectively good design, but at the moment the good healers have MUCH better utility (damage prevention with Aura Mastery and Barrier/Spirit Shell what the latter was good) as well as good bursty throughput and good damage. Resto Shaman has Spirit Link Totem which on its own more than makes up for its comparatively lower damage.
Ironically enough, though, Venthyr Mistweaver is being talked about a LOT because it’s starting to do very good HPS while also having high DPS (~2-3k).
I also would quit the game if healing was removed as a role, its why I could never get into ESO, and can’t play SWTOR as anything other then a leveling story game.
I disagree with this. The focus on doing damage to heal lends to the concept that doing damage is more important than healing.
Having abilities do damage dependent on how much you’ve healed would then reward the healing game play, rather then rewarding the damage gameplay, would be better game design.
Druids had an ability in the past that did this. dealt damage based on how much healing was done.
Healers priority is always healing first than damage. Being able to balance switching between doing damage and healing takes a lot of practice and skill to know when is the appropriate time to do so. It’s part of simply contributing to the team effort of everyone working together to time a key.
My #1 complaint about healer DPS is that every healer except for Holy Paladins and Disc Priests are restricted to only dealing damage in windows of opportunity and if there’s too much damage going on than your damage windows decrease. We’re not being properly rewarded, but things like the Sanguine Bottle upgrade which does pulsing AOE damage on healing or damage is something that is fairly well balanced.
There’s also simply a big damage gap between Holy Paladins and every other healer by like 50%.
When the group is really good then the healing is easy, sometimes with certain affixes it is very hard in mythic anyways. Dpsing as a healer should be something that players should do at higher levels in between heals. It’s a sign of hard content needing players to play at an optimal level to complete the objective. It should always be capable of doing from all healing specs to a certain degree. I think you want to try to hit around 15% or so as a healer in total dps.
If it is hard to do so and your team is very good then there may be an issue with the healer class dps output. Otherwise it would be a whole group issue.
Some healers SHOULD be better at dps than other healers, just like some healers ARE more mobile than others. Some healers are great at AoE heals and others are great at single target. We can pick and choose how we like to play and enjoy what we get special from using a particular class. I like there being pluses and minuses from class choices.
Their differences should never make playing a certain class feel like a bad choice at all tho. So I’m saying if a druid heal can put out a little dps in a good group then that is probably not an issue. I am not a high level player, I did mythic 10s as my highest and that was when the timer started coming into play. I’m not sure if it would have even been possible to do high dps as a healer without a really great group so you should be doing something if no extra damage is being taken in that type of content.
Which provides different ways of designing the game. If the best reward for opportunity situation happens when max healing output is required, more enemy abilities can be put in the game with a rewarding motivation to handle it.
“This pack sucks because theres so much un avoidable damage, i can’t damage, and just have to heal hard through it”
“This pack is great, I get to pop all my cd’s and heal through the mess, and I get to show on the dps charts as well”
Dangerous packs can become advantageous for healing.