This implementation of Healing Elixir puts Mistweaver, an already disadvantaged healer in Mythic+ (the only place most mistweavers take this talent!), at an even worse state leaving agency of our healing (and survivability!) up to the game instead of up to us. Mistweavers already have to go through so many hoops to keep ourselves alive, let alone our entire party.
Healing Elixir was a quick and efficient way for us to prioritize healing on the group instead of ourselves in the instance that any of our casts would simply not be enough time to respond or give us a “breather” to deal with mechanics. Why change this now?
I fully agree with Toixic that this should be made into a choice node with active and passive available as a choice to the player if this change is not going to be reverted.
one solution could be to rework Bounce Back talent such that it prevents one shot mechanics, like any single damage event cannot exceed 50% of the monk’s HP or something.
I also think the change is bad. As several others have suggested already, I think a choice-node between passive and active is the better way to go - in fact I think it’s something they could add much more of, in general.
This change should be reverted, or modified in a way that it suits everyone.
Which is fine for you. However, in moments where you know huge damage is coming and you’re under 70%, it would allow you to keep yourself alive in less than 0.5 seconds, as it is off the Global Cooldown. This new iteration will force you to take damage without being able to get ahead of it and likely die from it since it won’t trigger if you take more damage than you have health.
It’s a bad change overall, unless it is split into both versions.
Not having room on your bar sounds like a problem of your own making. If you don’t even run it why are you championing the talent getting upended from what it has always been into a shoddy uncontrolled heal?
All this is doing is removing choice. You had a choice before, either take it and pay attention to it or don’t take it. We had a choice too, which is why it got taken for some content. Now it’s been ruined so that… I dunno why they’re even doing it, but the fact that you see it as good from the perspective of not thinking while you play doesn’t mean it’s actually good.
How??? I have my main hot bar as 123456RVCADF and 3 other bars with identical binds using Ctrl, Alt, and Shift modifiers. 48 binds with barely any extra brain use
Been playing for nearly 20 yads, always used 1-6 + 2 modifiers and scroll. Also one thing I’ve learned when playing at the highest level (6 time world first player), simplify your game, then refine when needed.
I don’t know what waving your alleged world first status around is supposed to prove, but my current 48-key setup was literally born from refined simplicity. Key groups are designated for single target/aoe/healing/buffs/debuffs/mobility, and the latter 6 keys are all within easy distance of my movement keys (QWES since I use my RMB to turn). Using all 3 modifiers means I have more than enough key space to keep those groups nicely organized, even if classes with fewer abilities (like DH) have a lot of gaps
I actually get the meaning of this and my RL, a formerly sponsored race-to world-first person once upon a time has spoken similar.
As he put it, a lot of time people of high ends go in significantly less geared than anyone else into most content. (Like going into Mythic vault at 385il versus the well over 400 il as a general frame of reference) twitch reflexes mean life or death of a team because there would be literally microscopic room for error with even a millisecond delay wipes happening to one incorrect GCD at an inopportune time. So a proc-based, on use, complicated, unreliable or dusruptable trinket, for example may be less desirable even if the potential value of a different one would overall be more useful. He explained that this is one of the contributing factors to why certain stat-stick trinkets like the icon or essense or arcanocrystal are sought out; reliable, no-effort, passive consistency.
Up in that 25+ key range or the race to world first, everyone has to take in and analyze accurately so much information while managing micromovement, personal rotation, spells etc… taking a significant burden of thought out of potential variables is not to be underestimated.
This change in monk seems meant for the button bloat is well intended and IF you could also activate it early or it automatically popping, then it could be useful… but Toxioc is not wrong either and guys has my respect.
As a monk healer that has almost timed all the 20s myself there comes a bit of a wall to any class with a bloated or super complicated kit… There is a lot of pressure to perfect use of every button you could ever press on an instinctual level when you get up over that 2.8k… and often with monks’ specs ALL suffering from the conundrum of complexity mentioned above ends up frustrating a lot of players away from monk to easier to play, equally effective classes… meaning there’s a lot less experience people have with what a monk could contribute… plus, we lack any necessary or extremely powerful group utility like Brez, Lust, or Pi/MassDispell… our thing is… we do very good damage and sustained healing in packs damage and have absurd throughput for singletarget… but I don’t blame someone picking any other healer over me because they need a lust/brez or want PI/Mass… as well as they don’t get other things I haven’t mention of what a monk needs from a team to excell.