Question about healing and the 25% increase

Hi there…

Won’t the increase in 25% both in stamina and overall damage make healers lives harder? I mean, I haven’t read the whole patch notes, but as far as I’ve seen, healing spells didn’t had a 25% increase.

Also, why the hell the pets don’t show up in the ui when you’re in a party?

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I believe thats the point

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Its a noble goal.

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Yes, make them suffer.

:smiling_imp:

Yeah, I thought so too lol… I just don’t know if it’s smart lol… healers are already kinda scarce, I hope this doesn’t make it even worse

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It might. The main thing is that they want healing requirements not to be so little that people could do world first level keys without a healer. But they buffed dps offhealing as well so the main difference will just be making healers’ lives harder.

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That’s the bit I was confused about.

Everyone got a hp buff, and mobs got a damage buff. (Both 25%, so did anything really change?)

Then basically everyone except healers got a healing buff?

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No, it’s actually meant to slow healing and damage going out down a bit. Previously the healing paradigm was strong healing that produced a damage pattern for bosses that favored high frequent damage in order to keep healers engaged. To simplify, if you let someone sit at less than half health for any amount of time then you ran the risk of them getting instantly killed by a high damage ability. It was like playing frenzied whack-a-mole while chugging an energy drink and snorting a line with health bars.

With this indirect nerf, healers can feel far more comfortable with letting people sit at less than full health for longer periods of time. Yes, overall damage will go up, but it will not be as frequent as it is now. There will be time to bring those health bars up to full before the next batch of major damage goes out.

This also enables Blizzard to experiment with different types of damage patterns in order to provide more variety in encounters. It also makes healing more friendly to hot healers as those will actually have time to tick and not be pure overhealing most of the time.

Edit: of course, that’s for raids. I’m not sure how this will work out with M+ dungeons. They’re going to have to adjust damage going out for those as well, but I honestly don’t see them doing a great job at that. At least with raids they make the encounters with the new paradigm in mind, m+ the encounters are already made. Time will tell, I guess.

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Yes, it makes the healing harder, and it also makes the dps harder because player dps was not buffed (every npc damage got buffed though including low level ones … so you know level 45-55 is about to be really “fun” haha. The good news is healing in pvp (when the enemies are just other players) should be a little easier actually. Not much easier because the pvp trinket set bonus has changed as well.

Fixed that for you.

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Not for healers, but almost all “off-heals” got a 25-50% buff as noted HERE.

Personally I think Blizz will miss hard with this approach just makes healer’s more irrelevant (higher likelihood that top-end M+ teams just go with a tank and 4 DPS with great off-heals). It amazes me that the devs think equally buffing player health and enemy damage gives more time to react when there’s no net change:

  • x = player health points
  • y = enemy damage damage points/sec
  • Old Time to Player Death = x / y
  • New Time to Player Death = 1.25x / 1.25y = x / y (no change)
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that’s what they said when they made the exact same change before s1 launched. it didn’t work then. what are we thinking will be different this time?

To be fair, if they didn’t also buff mob damage, people would just pull more. But you’re right that it’s essentially an arbitrary change that does nothing to help anybody. In fact, it will make healers have to play 3 key levels better than before for the same rewards as everyone else.

In order to achieve this effect, Blizz can’t buff player health and enemy damage equally… Player health has to be a higher multiplier than enemy damage to have an increase in time-to-player-death.

It’s 6th grade algebra and the dev team seems to have missed that class. Alternatively, they expect DPS and tanks to heal themselves since “off-heals” got the 25-50% healing buffs while healers got zip. At least they didn’t enact the 25% healer nerf they initially posted, but all I see this doing is causing Tanks & DPS to complain about weak healers and why they have to heal themselves when its not their role. What do they think is going to happen here? :thinking:

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Sadness, so much sadness.

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It’s been so much fun, watching people not speccing in to things that will help during the run, or not focusing in on mobs that need to die, or standing in shiz that really hurts now, etc etc etc.

So. Much. Fun.

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What I’m personally hoping is that they can deliver on damage patterns in the raid actually giving healers time to recover before another big damaging ability comes out. The last raid definitely was the exact opposite of that, so let’s hope they’ve learned that lesson well.

Now with m+ I’m not as optimistic as they’re not making those encounters tailor made to the new healing paradigm. So I guess we’ll see how well they tuned that. Again though, I’m not holding out much hope for that.

But they’re not. Enemy damage is higher % per hit, but hits are supposed to be coming slower. 25% more damage/player health at the same pace as last season vs. 25% more damage but 50% less frequently this season and with 25% buffed health- I’ll let you do the math on that.

Let’s hope that they tune it correctly then, because I can see that happening if they don’t. Players will just have to get used to not being healed semi-instantly to full and get comfortable with sitting at less than full health for a bit. If there’s a lul in damage, that’s perfectly acceptable. It just may take some getting used to as last season we went into panic mode if we weren’t near full health because the next hit would probably spell your doom.