Well if they healed it would be wonderful.
More times than not they either attempt to do what little dps they can or stand there and watch you die.
Well if they healed it would be wonderful.
More times than not they either attempt to do what little dps they can or stand there and watch you die.
as a warlock, and as a person who stands in everything, i love healers in islands.
Plus my pet tanks terribly so a pocket healer helps.
I am not finding that at all. I do emissaries daily on a feral druid, an arcane mage, a destruction warlock, an assassination rogue and a havoc dh. Most of them in the 375 range now. My feral maybe hits things 2-3 times less than I was was having to hit them at 320 but when I am still having to hit things 5-6 things it is still too slow. My arcane mage can hit things 2-3 times and they die but they could do that 30 ilvl ago as well. My warlock really don’t notice a difference at all. My rogue got nerfed somewhere along the way so it actually is slower than it used to be.
I dunno, class issue? you gearing it wrong then? this warrior just need to get enrage up and can pretty much kill over 20 npcs with bladestorm or 2 rampages.
And that is different from 30 ilvl ago ?
Yep, took more than bladestorming their face.
It’s more that healers are a detriment to content like islands, which are balanced around 3x dps/tank players. With some setups they may allow you to pull a bit more recklessly, but most of the time you are going to have a tank, a BM hunter, or dps with more than enough self heals (like havoc DH), that they really don’t contribute anything beyond bad dps and picking up azerite.
Queueing up for islands via the auto-LFG is frustrating because of this. It’s like a another roulette wheel added to how fast/slow your island will be to complete. I’ve been auto-grouped with 2 healers on my hunter a couple times, and the result is basically having to solo the island.
I just did a heroic island with 2 assassination rogues and 1 disc priest, and it was a breeze. I wonder how that comp would do in mythic islands, but I think it could be done
How about the enemy AI bots that constantly stun lock you and knock you back to other enemy packs and since you are stun locked you die.
Three dps can quickly burn down those enemy ai. They only have a chance to stun lock you if you have a healer along, cause then you don’t have the dps to get rid of them quickly.
A lot of people in this thread seem to think you need a healer to pull heavy, but I really don’t think you do. Like many have said almost all of the damage is avoidable and when it isn’t, a hybrid can throw out a heal or a dps can use a defensive to mitigate it. The damage never rises to the level where a healer is needed.
That’s because islands are clearly designed without healers. The devs either expect healers to respec to dps, or think that it doesn’t really matter if healers slow things down and have nothing to really contribute during an island.
This is part of where the devs don’t regularly play their game and get disconnected between theory and practice.
Healers are supposed to be useful in both island expeditions and warfronts allowing for larger and larger pulls. Of course when scenarios were introduced in Mists the ideal group was supposed to be a DPS, tank and healer.
You either get a situation where content is easy enough for an entirely DPS group to complete or it’s not and the trade of a healer for a DPS creates an even weaker situation because of the loss of DPS.
First off, Ions answers are shallow and vapid? What? Noooo! He never gives terrible answers. /endsarc
Second off, I agree that’s a bummer for those who only really love the healing role. However I guess the silver lining would be we get fast Q times in anything looking for.
No they weren’t. Even in MoP healers were useless, in fact they were more useless than in Island Expeditions.
I didn’t say they were useful, I said they were supposed to be useful as intended by the devs when they created the scenarios.
I honestly don’t think they are supposed to be useful in the eyes of the devs. I think they are trying to get away from the holy trinity in this new content because without it everyone can have near instant queue times. They don’t want to say that though so they pretend that it can somehow be both ways: that group content can be balanced to be fun for a full group of dps, or for a tank/dps/healer.
It actually does kind of work for tanks, but that’s because tanks do almost as much damage as a dps. For some reason, only healers become “unkillable gods” when they have the ability to do damage and stay alive.
I would need a source for that because I don’t think there was any mention of that even in MoP scenerios. I don’t think there was any intention you were supposed to have a tank, healer and dps to do those in fact that goes against common sense since that would create huge queue problems.
Actually when I think back to those, why are healers doing so much less dps than they used to in those. I never had a problem with healers in those unless they sat there and just healed. What was the average dps back then - I remember healers doing around 12k or so and things weren’t too bad unless you got two of them. Although with islands most of the healers I get mostly figure they should just collect shards and do other useless things except dps…
Healers were just as useless in scenarios. I didn’t like those for the same reason and was glad they didn’t continue.
My problem is they make a spec that is only good in group content, then make group content to specifically not need healers.
Islands makes this clear with the Azerite orbs that heal same even rez after killing any rare. They make extra special sure that healers aren’t needed with these orbs. Yet they don’t show any consideration towards healers.