Honestly I’m healing as much as I have time given life, but things that would make it more enjoyable:
Let healers ban a dps class. Hpal with ret, pres with warlock, it’s just not fun.
Reduce cc and kicks on healers by 10%
Buff healer dmg and cc duration on anyone by 10%
Inflate healer mmr. Make it substantially easier to climb as a healer than dps. Monkey brains go ‘big numbers wow’
For every 6 rounds won, give us just 1 shuffle priority queue on an alt of equal or lower cr. Literally give us an account bound currency ‘consume for priority queue while under rating X’.
Don’t let us queue a 3rd round with someone who lost two rounds. If a dps lost the first two rounds with the same healer, switch up which healer they’re with the 3rd round
Give every team a shared cheat death, unless both healers choose to opt out. I’m serious. Let there be a team wide rogue-like cheat death or cauterize that triggers on one person per round.
Add three pings that are audio not positional based. A melodic voice saying ‘los’ or ‘danger’ or ‘controlled’ so we can communicate clearly when our dps is out of our line of sight, needs to press defensives, or we are in cc
This is more in line with my philosophy. Shrink the play style between Healer and DPS. More offensive pressure for Healers, better defensive utility for DPS.
Also stop using mana as a secondary dampening mechanic. Give Healers better ways to actively generate mana in combat. Offset with throughput healing nerfs so dampening doesn’t need to be giga ramped.
Before that start adding more horrible changes to appease healers in shuffle they need to revert the ones they made already. Let’s start with the trinket stam buff, thx.
This would be the number one thing that would get a lot of people healing.
It should probably be 4 shuffle priority queues. This would also get a LOT of people healing.
We don’t need to nerf cc even more , However healers should get damage buffs across the board. Especially caster mws and holy paladins(judgement doing 20k on 1.1 mill health pools LOL. Crackling jade lightning ticking for 3k is a joke).
Also being able to communicate they are danger even when we’re not ccd and have them ween/ avoid damage for 5 seconds could be a game winning QOL change.
@covlol it’s not ‘fun’ to sit in cc
I as pres have a super weak team cheat death, and it’s so much more stressful playing with it than without it
Similarly when I’m healing a mage/paladin who can block/bubble it is relaxing, and it’s a lot more relaxing to heal something automatic like cauterize than something you need to no voice rely on like pressing bubble
I agree it’s bad game design to have less cc and low healer trinket cd, I’m sharing it’s more fun for the healer though
There’s a tension between ‘good game design’ in the sense of what makes for a rich player experience at a high XP level, and what’s fun for different roles
It happens healers are under catered to, assuming you want 1/3rd of people to heal
I’m saying that it would be more fun if healers had more agency and it was less stressful:
Nerf dps defensives and self sustain so healers feel like they can affect the game by healing well, rather than passing a healing check and then seeing if their dps win the game, and then also nerf cc of dps on healers, and give the team a cheat death so it’s not as stressful if you make a mistake the game won’t end instantly
It’s not fun being attacked as a healer, or sitting in cc, or running out of mana. What’s fun is healing and cc’ing the other healer, or positioning, or doing damage.
After healing for a bit . Just 2 things jump out to me (in my limited experience as a healer)
Climbing ratings to give the illusion of progress needs to be looked at. ( It’s a game after all )
Players need to take ownership for there antisocial and toxic behavior that causes a very bad experience. ( I don’t know the fix but wish Blizzard made it beneficial for players to make friends)
Don’t need to make it easier to climb as one, just even out the climbing experience.
CC is out of hand. I don’t think they need to do a 10% for healers only nerf as much as they just need to prune the obnoxious amounts of CC. I’ve said this on many occasions in the past, they need to make CC more punishable, not just give every spec 3-5 different forms of CC to prune CDs until they can PVE something to death in dampening.
Let me lose games instantly because I have awful positioning, not draw it out for 5+ minutes getting annoyed because I’m getting spammed with junk that I can recover from. Literally the biggest reason I don’t play arena more often is how annoying it’s getting, especially in something like RSS where you’re constantly put in awful spots trying to chase DPS around the map to heal them. lol
Part of good game design is whether people enjoy it or not. Until Blizzard phases out healers, some consideration will need to be taken into account towards making the game not feel awful to play as one. I’m at a point where the last few seasons as soon as I get elite sets, me healing someone is doing them a favor, because I have no desire to play. If I feel this way, chances are a lot of healers do–considering I fall into the vast majority of what’s considered the average player.
Or just look at the forums. You have Jimmybutler, and like 8 DPS who post here now. lol
Maybe in the current iteration of how the game plays. What I’m saying is having a Warrior run at you and dump 4 different forms of CC on you, then keep you slowed the whole match feels dumb. CC is so plentiful and meaningless that the people using it don’t know why, and the people receiving it don’t have to care because as soon as they’re out of it they can hit one button and top everyone. (The one exclusion to this is probably something like Rogue/Mage where all CC is kind of scary, or Rogue/MM, or actually yeah… nerf Rogues. lol)
I can do keys all week and show zero signs of emotion, but did like 4 BG Blitz with Aqua last night and I was popping off like I was in a Halo 2 lobby within 8 seconds of the opening team clash. lol I don’t know man, the gameplay of PVP just feels annoying.
Fix 3:3 giving MMR/CR gain that would solve a lot.
Here is the example of this @@@@ system:
I go 4:2, then 5:1 then game finishes when I loose 1st game someone leaves. Next game I go 6:0 and gain 50 like wtf is this.