I’ve been watching some vids about doing better in Visions, and one of them the guy mentions how it’s (obviously) designed around DPS, tanks do ok even if they’re a bit slower, but healers… well, there’s nothing really to HEAL, so they’ll prob have to use their DPS spec.
Which made me think: would it work to just make a healing class “heal” enemy mobs, but the healing values… would just be damage? You’d basically heal them to death, so to speak.
I’m sure the values would have to be tweaked, but that’s just some math/scaling issue.
My question to the Healing community is: Do you think it would work in these “solo dungeons” to allow a player to stay in their healing spec, and effectively “heal the enemy to death?”
Until Blizzard gives us mercenaries that can do the DPS job and let healers focus on their ACTUAL JOB of healing, I dislike Blizzard’s dynamic of making content that so narrowly focuses on JUST the DPS role. Healers shouldn’t have to spec out of what they do… just to play this content.
I’m talking about changing the game dynamic. Make it so (sic) a Greater Heal… does damage to ANY mob. You just have to scale the mob’s health so the amount of healing is comparable to the damage spell of the same tier.
I mean, I have my big damage ability (MS), healers have Greater Heal.
I have lesser damaging abilities, so do healers.
I have DOTs, so do healers.
From where I’m sitting, Healing is just “backwards DPSing”. When it comes to these solo dungeons, I don’t see why it couldn’t be made to work (and easily, at that).
They do this in Ragnarok Online. Healers can heal undead monsters to death. So to solo level you go to the dungeons with 90% undead mobs. I appreciate this about that game greatly. It just makes healing a flat amount based upon your int and or spell power. So if you heal for 1900 you hit an undead mob for 1900. You become very powerful at ONLY killing undead mobs.
It depends on how their code is set up, I suppose. There are some games where healing is literally just damage with a flag enabled that says to heal the target instead of hurt it (the older Final Fantasy games used this model), while some games have an entirely different categorization for healing spells. I don’t know which one WoW uses, but it’s gotta be enough of a pain to where “damage through healing” isn’t feasible.
Wouldn’t it just make more sense to scale enemy health appropriate to the healers dps output? Why are you doing a roundabout way of just accomplishing the same thing? Putting a rejuevenation on an enemy instead moonbeam isn’t going to magically make it better for me. Just balance the health of the mob correctly.
DPS is the default role. Every other role also does DPS. The same can’t be said for any other role. It makes the most sense to design content around doing DPS.
They don’t. The content is accessible to them and they can still DPS with their existing toolkits. It just won’t be efficient, and that’s fine.
Healing is by default a group role. Literally every healer knows this when they decide to heal. It’s not a design flaw for them to be out of their element when not participating in group content.
Especially with something like Visions, which CAN be group content. Not Blizzard’s fault that healers are stubbornly struggling through it solo when they don’t have to.
Old content that you have to heal are completely un-solo-able for classes without a heal spec. It completely screws over like 70% of the people trying to farm old transmogs lol.
The first boss in Siege of Orgrimmar requires you heal water droplets, the end boss in Temple of Sethraliss needs to be healed, etc. It’s something they do but don’t overdo.
They already adjusted the mob health for solo tanks and healers in visions.
Patch 8.3 Hotfixes for February 3rd - New Hunter Tames, Horrific Vision Tuning for Tanks and Healers
Further reduced the health of enemies in Horrific Visions for players who enter the instance as a solo healer or tank specialization; healers will face enemies with 42% less health and tanks will fight enemies with 25% reduced health.
Developers’ note: We’d like players to be able to upgrade their legendary cloak without feeling like they have to change specialization. The difficulty of Horrific Visions adjusts dynamically based on party composition, but they’re still a bit rough for solo healers and tanks, so we’re making some tweaks to help those players out.