IDC if people think its hard or not, can we just make healing easy and give them like triple rewards

my friends don’t have much trouble filling groups. there are still lots of healers, we’re just largely less willing to heal pugs than we used to be.

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That’s fine because if you read what I’m saying, a full dps group would be fine as long as everyone was on top of their game.

Personally I miss when healer was a easy role to fill, like if you had a friend/sig other/fam member who played just to play and wasn’t that good, they just go healer for group content and it was all good.

Sure, you didn’t get the extras out of those players like utility, cc, adding dps etc. But it was a low stress role that was easy to fill. Now it feels like the most stressful.

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They arent on top of their game now

Why would that change?

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Because they wouldn’t have studs like you to prop them up

I am definitely not a stud.

But if healing needs to be deleted because its too hard (which I disagree), I just dont see “make everything else hard” working also.

If we dont have faith in Blizzard designing healing better, why do we have faith in designing every spec with a balanced form of self healing?

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The main unsolvable problem with healing is that; the tool kit in and of itself for most healers is actually very easy. The problem that keeps a lot of players from playing healers is as follows:

New healers heal low keys with bad players. Bad players make healing hard and so new healers don’t have the drive or confidence to heal high keys where good players are (who make healing easy).

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I’ve been victim of this myself. 100% this.

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If you healed an underrot 8 vs a 16 at the start of the season, this would be readily apparent. Like, the first few trash packs are a breeze with a knowledgeable tank and melee who don’t want to die. If you have suicidal dps though, then you’re popping cooldowns and playing wackamole.

You aren’t wrong, but healing has gotten harder baseline also. There is significantly more unavoidable group damage to heal than in older expansions, along with more and more mechanics to dance around while healing that unavoidable damage.

lol say what

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I think it’s the opposite. Most raid mechanics back in the early days involved unavoidable rot damage and a lot of dispel juggling. Nowadays blizzard gives dps a lot more stewardship over their own survivability and so you have endless swirlies that need to be dodged, which, if done unsuccessfully results in ridiculous spike damage.

I had to farm some lower crests a while ago. Pugged some 11s-13s. My dungeon HPS was higher than my +18 for the same dungeon.

11s-13s should not have a higher healing requirement than 18s. I can’t imagine being a healer within that gear/progression level working my way up. It would make me think its just not worth it.

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I think it would be easier for them tbh. Look at how drastically healing gets changed from expansion to expansion, even patch to patch. They have zero idea how to make it work and fit into all game modes.

And to clarify, I don’t think the role should be removed because the role itself is hard. I think it should be deleted because the I think the game could evolve better without it.

Except healing isnt really getting changed mechanically from patch to patch. Its just numbers tuning. Which is irrelevant in the scheme of design.

And I staunchly disagree. It would lead to watered down mechanics, less creativity in design.

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Oh sorry, raid healing is easy yeah. I usually assume healing topics are in regard to m+ where there is significantly more pressure lately.

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I was resto when I first started playing WoW because I was a druid (a healer) in EverQuest.

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The reason I quoted raiding was mostly because it was the only endgame in town during the first 5 expansions. I exclusively M+ but that’s a time related matter.

Dungeons in vanilla and TBC also had unavoidable debuff/rot damage as well. that was difficulty back then.

? Unavoidable damage is down in modern WoW compared to previous iterations. It’s WHY no healer groups work. Look at a dungeon like Brackenhide where the only unavoidable damage on bosses is Gnashtooth’s bleed and Wratheye’s explosion every like 60 seconds or whatever.

A great way to reward healers would be to let them gear an alt up at the same time they are gearing their healer. I personally don’t think healing is actually that hard, dungeons simply have a lot of mechanics that need to be dealt with or the group will take almost unhealable dmg and a lot of the less experienced players think it’s the healers fault when things go poorly when it was actually just someone missing a kick or CC. Healing is actually pretty easy when the group is doing the mechanics.

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