NO sarcasm this is actually based. It’s not always the healer’s fault, many players esp in solo aren’t fully aware and reacting appropriately.
Frankly, it’s more reasonable to expect a unicorn to appear at the edge of the map than for a random player to react appropriately 50% of the time. So, while you DO have to carry your own weight in solo, it’s not entirely your fault if you can’t carry others at all times.
And yes, caster damage is very high, and yes they have good CC options to respond now, they finally can’t be ignored this season. Compared to the unhinged melee dominance in 10.0.7, the strong casters right now are NOWHERE close to that, because they aren’t ONE-tapping one-shotting anything. Full Moon is an exception, it was destined to be nerfed the moment it became too strong.
Most players TBH lack the fundamental understanding of class balance philosophy, the chase and how the trinity works in the mere basics. Playing a melee has ALWAYS been easier in WoW, mechanically speaking, because casters have to CAST (cast-times). Moreover, non-casters actually gradually gained an edge since WoD with each subsequent un/pruning giving them more mobility than casters. To answer this in the modern and current settings, casters required enhanced shear survivability or counter-CC options. The latter is the go-to this xpak, and especially this season.
*Edit: In principle, this is assuming both dealing relatively similar damage outputs.
CC duration overall was nerfed, but healers are complaining about sitting in CC while the DPS dies. WHY is that!? The only feasibly consistent answer is that simply output OVERALL is high this season. I STILL fundamentally think Healers need a boost of some sort right now, because PvP has been feeling too much like PvE.
Think about it, the tuning is primarily and foremost PvE focused, with PvP tunings coming days, sometimes WEEKS later. It is clear we are STILL a side-game in the eyes of whoever are responsible for these lists and changes. I also firmly believe there are better ways of balancing this game faster – doing it more gently and incrementally, with LIVE community consultations and panels, Dev tours like in FFXIV, etc. Engage the entire community and try things out. A BETA build with different abilities, say mobility being weighed in and returned for players to experience and comment on, maybe polling followed by pro calls, etc.
If it was TRULY desired, responsiveness and adaptation regarding PvP balancing could have been done much more sensibly and reliably for YEARS. Anything else is just an excuse from either a publisher and consumer standpoints. I rest my case.
TL;DR: The majority, average PvP experience is unfortunately never paramount to most who might read this post.
Players who want to keep retaining their automatically gained high goals every season, as well as tournament organizers don’t care about seeing new players, or the state of the overall game and how it feels the majority of the time to the average player. Since Solo has been the highest grossing bracket, it would make sense to try and figure out why healers aren’t queueing, and try and cater to them quicker and stronger – but this clearly isn’t the case. It’s quite infuriating for anyone who cares about the game’s health to see it being mishandled right now, from the devastating power swings that make people feel forced to bench or reroll; to the long queue times and lack of healers. Clearly, balance or fun haven’t been chief goals for quite a while now.