Mage healing is a let down and barely creative. Mages conjure stuff right? You couldn’t have done something cool with that, like conjure a limited mirror of something to heal people independently, or like conjure some cool things that only last for some combat time or something?
AB isn’t the problem imo. It’s pretty cheap mana-wise depending. Maybe it could use a slight bump. The major problem is the cost of the spells that apply beacon. It’s absurd.
Also, blizzard decided they would lock mass regen behind a high density lvl 27/28 mob area when we really needed it for the first set of dungeons at level 15.
Blizzard just doesn’t get it… they are long gone.
I don’t think they are a meme, they are just different and people need to adapt. A lot of their problems are due to the low level cap. There is also the fact that it’s new for mages and heavily reliant on runes to make work, which we currently only have 3 slots for. Compare that to tanking shaman, who already had tanking abilities and talents to work with.
I do think some tuning may need to be done, but they shouldn’t be as effective as most other healers given that we are also providing DPS, albeit a bit low at the moment. We are perfectly fine in dungeons, it’s mostly the longer fights in the raid that are an issue.
Just make it so clear casting can work on regeneration and it would feel better
This is news to me. That’s sounds absolutely ridiculous. The boss where it would be best to have a hybrid like the mage healer around to get through the high healing and damage needed they made him have so much arcane resist as to neuter the spec? Well, guess I really should just regear those couple pieces to fire and be done with it, wow.
Every resto druid out here waving in Wild Growth
Who cares if something is viable on release? Why are people so obsessed with the game being hyper balanced? I would rather have new stuff to play with than balance any day.
Posts like these are giving blizzard the wrong idea. Healing mage is a cool concept, one that has been talked about a long time. I welcome it and more weird specs like it to the game. Balance can always be done later.
Did you complete the mind goblin quest? It’s essential to the build.
lol
Why? Why do you fight for bad balancing when we know, with some effort, blizzard can make classes more balanced. Probably feels pretty bad to spend days leveling only to discover that the only class you really want to play was poorly tuned. “good luck in phase 2!”
I don’t know too much about mage healing but I just had a mage healer in a pug BFD and they actually smashed it out of the park and outhealed the priest on some pulls.
No idea what they were doing but it seemed to work
The difference between me and you is that I have reasonable expectations.
They just gave every class 12 new abilities. They aint genna be balanced. Calling these additions “jokes” is just going to tell blizzard it was a bad idea to give us new abilities when it wasn’t.
According to warcraftlogs, Mages are doubling the healing of every other healer.
Feedback is good. Making excuses for bad development is not.
The joke is not the runes being added, it’s once again blizzards lack of internal testing and tuning prior to release. You aren’t even grasping OP’s criticism. Too interested in white knighting for blizzard.
Again delusional. We are the beta testers. Welcome to 2023.
Sure man if you wanna wait an extra year to have a more balanced game…but consumers want their game now.
Delusional? You just argued my point. Not only that but you are telling people not to criticize bad game design because Blizzard can’t understand the context between game design and implementation. smh
it’s not bad game design.
Literally just tweak the numbers on their mana… Ya’ll acting like it’s so ridiculous for a brand new healing spec to be mana starved. I can’t think of a single wow expac where there wasn’t at least one healer whos struggled for mana.
mage healers slap dude. They are amazing tank healers. Learn to play.
What are you talking about? For what fight?
Looking at the highest parses is healing is sus. Looking at 75th percentile given you a better reflection of what the spec can do in the hands of a good player who isn’t true to scam meters, and Mage is on the lower end of the spectrum by that metric on the two “real” bosses in the raid.
That said, Mage healers have the potential to pop off in Gnomer so it’s nbd. Mage healers are good enough in all dungeon and raid content this tier.
Are you aware that mage healers had to be hotfixed within the first 48 hours because they were trivializing dungeons just from how much they could heal themselves while aoeing all the trash?
It’s not that the spec was bad, I was watching a mage facetank groups of Dragonmaw orcs in Wetlands and just be fully healed by their rewind time or whatever is going on while vaporizing the pack. It’s that the spec got numerically adjusted and they don’t know where to go from here right now.
For all we know mage healers could very well break the game a second time over just because of power creep we throw in the early levels that ultimately never gets removed. Warriors were that way after Cataclysm, they were initially tuned around having really good gear, then Blizzard started balancing their beginning of expansion rage generation to feel better, suddenly at end game warriors are even more oppressive than ever because the changes exacerbated the end design.
If you had read any of what I’ve been saying for days, you’d know that yes, I do in fact know how powerful not only their AoE was before the AE hotfix, but how powerful living flame is still. You can still pull very large groups of mobs including in dungeons and trivialize them just as much as before, you just have to do it around living flame’s cooldown now.
This has nothing at all to do with their kit being terribly designed and clunky as hell though. If you did to living flame what they did to AE, they’d be F tier in most content.
Personally I think their original design for the spec was better than what we got. 100% beacon but split between beacons devalued beacon in raids, so they didn’t have to balance around crazy beacon potential if it’s up on 10 people at once. That was how it was at Blizzcon and the runes were significantly cheaper and did significantly more upfront healing. This meant you had better spot/emergency healing in their original design and weren’t entirely balanced around high beacon counts. For example, regen originally healed for something like 485 healing and only cost around 150 mana. Now it costs over 200 mana and does less upfront healing than it costs in mana. They balanced the spec entirely around high beacon value and it makes them feel awful to play outside of situations where you can take advantage of one of their two advantages. Either living flame AoE or high beacon count raid burst.
Also their extreme mana costs make the already universally terrible level 25 mana situation feel awful and their OOC recovery sucks. They should buff mage water by 3x across all ranks IMO.
This is purely living flame healing and nothing more. You’re judging an entire class/spec based on one trick without understanding that trick or the mechanics of the class.
TLDR (and re-upping suggestions on what they should do):
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go back to blizzcon beacon design and lower mana costs and up direct healing of regen and mass regen. This devaules beacon in raids and gives them better direct healing to make them more flexible in more types on content
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buff mass regen to 40 yard range as they did to CoH and WG
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buff mage water 3x to speed up OOC recovery
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consider giving them a real res and giving them a magic dispel, you could simply include this in the regen rune by transforming say fireball and remove curse in the way that some tank runes transform multiple abilities