Can you please rethink what you are doing? Forcing us to use bad spells is not fun. Having set bonuses to buff these bad spells in clunky ways is not fun. Constantly forcing jank into the spec is not fun. You’ve been doing this since AQ, and it is not fun. Having to wear the same ZG gear, or Tier 2 for the last 3 phases is not fun. It’d be a dream to have something to look forward to besides the increasing bad ways you are trying to force us to play. Really not trying to be negative or mean, but it really feels bad to look at our spec these last few phases. Bleh this sucks. Argh!
i agree. they are trying to make a dead rune viable again and im all for them trying. the complaining on these forums is next level.
yeah lets nerf the damage for a frost mage so that sfb isnt chosen for healers. great idea sir
Find another way to nerf us, this ain’t it.
Frost mages are already playing frostfire bolt, moot point is moot.
If you want to decrease total raid coverage in Beacons (fair change), you need to remove the updated t3.5 tier. With solid haste from naxx items (over 20%), you can keep 3-4 groups of beacons up and maintained with just coreforged 2pc.
Also at this stage it’s probably better to globally nerf beacon hps instead of mechanical changes like this. mage is very op but cringe nerfs like this are bad.
I would like to see game play changes with Mage healer, been playing one since p1. It’s pretty sad how Regeneration has stayed the same since the beginning just like Temporal Anomaly. But since the devs are so desperate to make Regeneration work you MUST completely overhaul it like you did with Main Gauche for rogues. Some ideas for Regeneration’s rework:
- Regeneration target receives 100% increased healing from your spells and effects. (Was a chalked set bonus from the new tier. Baseline should be some sort of increase in healing vs MR)
- Turn Regeneration into a Healing over time or a hpal beacon. Channeling Regen or MR has always felt so horrible. (forced hard channel Regeneration is what will make me stop playing the spec)
- Make Regeneration baseline. As a Frost main now I wont be able to play FoF with frozen orb now being a 25s cd
I know there is probably better regen rework ideas but god please anything but what it is now.
+1 to most of the above. Yes, we can be overpowered when the right person knows what they are doing, but this is a nerf and a set bonus that tries to justify it, and breaks our playstyle at the tail end of season of discovery, when the point is supposed to be new things and enjoyment.
The damage to healing slight reduction I can understand, especially as gear has scaled. But the mass regeneration CD increase that then gets altered with a set bonus doesn’t seem like a fun new thing. It seems like a nerf and a lack of originality on the mage healer set bonus.
Alternate reduction choices:
Temporal Beacon reduces effectiveness to 50% beyond 10 targets
Make Mass Regeneration no longer channeled, and simply an instant cast, 6 second cooldown buff application with a small instant heal, which is really what it’s for anyway (ramping). AND increase regenerations single target strength to make it attractive.
Alternate set bonus:
Balefire Bolt no longer kills you at 5 stacks and applies arcane charges the same way as arcane blast. Would allow it to be used, but it comes with a steep mana regen cost.
Edit: The more I think of the Balefire set bonus, the more I think it makes sense as the set is Fireleaf, and maybe it could promote a more Fire Healer type of style. Maybe the previous set bonus could be the 2 or 4 piece bonus, with another bonus being “Your Ignite now does Chimeric damage”, which would make it heal beacon targets.
Edit 2: Okay, the last set bonus I thought of was “Overhealing caused by regeneration creates a Blazing Barrier on the target for the amount of overhealing done.”
Sheikh, Kendall, and I did some catamine and created this drama by talking to the team to make these changes. What a crazy night so many great memories, 3/6/25 never forget.
I like the Regen speed you get from tier maybe mage becomes the move fast healer and there’s a new race to the finish boss in SE (just snowballing here but it’s a good idea, maybe add it)?
I sure do hate not having a mage healer in my raid so leave the playstyle fun for them so I don’t have to play without one or I’m going to die in this world of Warcraft of ours because the mage healer isn’t there to pick me up when I’ve fallen.
These changes are so bad, I can only wonder what the people are blizzard are thinking.
Pushing us to channel Regen, a spell that does next to no healing, and doesn’t bring any kind of healing to other beaconed target. It’s a waste of 3 seconds and make the spec so bad to play.
It’s not fun, and is the worse possible way to nerf the spec. I cannot believe blizzard is doing this after 7 phasing…
100% agree with Kenneth.
I’ve been playing heal mage since SoD P1 and this is by far one of the worst playstyle changes I could ever fathom.
Gutting mage healers and selling a very shoddy “solution” in the new SM healer tier completely kills our gearing creativity and destroys the entirety of the frost healing spec many of us have come to really enjoy.
The power of Mage heals flew under the radar for a while, but Naxx really showed how powerful we could be; and while a numbers nerf is warranted, pigeon-holing such a fun an flexible spec into one abhorrent playstyle almost makes me want to quit my mage altogether.
The SoD Devs pride themselves on listening to feedback and I implore them to listen to Kenneth here.
Regen still isnt useful at all with these changes. Do you not understand how mage healing works? You gotta be trolling cause no one agrees with you.
Not to mention lower level mages, and new mages doing older level 60 content don’t have access to the set, and will completely gutted, and unable to do what we’ve already done.
I’ve also seen a bunch of people mentioning “priests had a gameplay change that nerfed them, and they dealt with it.” But priests were literally casting pw:shield. That was their rotation. Nothing else was really necessary. Also, it was only for a short while, and simply lowering the numbers a bit got them to go back to the rotations they were doing before, so the analogy doesn’t apply, and anyone who mentions it is merely showing their lack of understanding of the situation.
So in otherwords the DPS mentality of standing in avoidable dmg to parse more (which is anti-team) is finally leaking into healers after x years?
Its not really a healer issue, its more people care more about individual performance than before
I do think there is some truth here to an extent. Heals should syngergize in a raid environment. I think that could be accomplished with reducing temporal beacons effectiveness beyond 10 targets to say 50% compared to where it is now. That wouldn’t affect the playstyle, but would leave output room for other healers.
Mages are raid healers. Other healers keep tanks up, and the people that get missed by beacons (out of range of allies, in groups beyond four, etc). That’s team experience. Reducing mages to healing one or two groups takes away the group experience that we’ve built with our raid teams.
Yes, being the raid healer looks good on the meters when the raid is taking predictable damage. Eg. Sapphiron. But on something like Patchwerk (assuming no electricity in the raid or players running in and out of slime to lower hp to cheese healing meters), a good holy paladin blows us out of the water. And that’s perfectly fine, and the way it should be.
RDruid and Priests are also raid healers, id argue RSham too but they end up being tank healers most of the time. I think frankly being able to Beacon 4 groups is ridiculous regardless. We shouldn’t be able to beacon all groups then pump out good DPS and keep everyone topped. I genuinely believe we should just be hard capped at two groups anyways.
They aren’t making the dead rune viable, though. It’s exactly as bad to cast as it ever was. What they are doing is forcing you to cast the bad spell in order to gain access to a good spell. It would be like reducing warriors melee attack speed by 90% unless they shot their ranged weapon in the last 6 seconds. This wouldn’t make ranged weapons on warriors “More Viable” or “Actually worth using.” Making a spell viable is done by improving the spell. Making the entire spec completely useless unless they use the totally unchanged bad spell, while still nerfing the output of the spec by around 75% even if they do what you want them to is what a sane person might describe as ruining the viability of the spec.
Also, the fact that the ZG bonus provides a buff that high is indicative that SFB needs a massive buff. Nerfing the set bonus and buffing the base spell would be both entirely sensible and actually open up some variety for frost DPS.
Please reconsider healer mage changes, do not let us down now. Many of us have been here from the beginning and have loved what you have created for us to play and that’s why we have stuck around. These changes are gutting what we have been enjoying.
As another said in this thread allowing us to heal one group of players every 15 seconds makes absolutely no sense. Priests are running around while casting CoH to hit a whole group more often than 15 seconds. In fact they can hit 3 groups in that amount of time, while running around and using other spells in between. Yes, we need changes but what’s coming for p8 is the wrong direction.
Yes, most mages would agree with that. Nerfs to that are healthy for the game, but what we got is a complete destruction of our ability to send out beacons with nothing in return. Not only that, but also a destruction of our entire playstyle. This is the worst possible outcome.
The problem is… being able to beacon 4 groups is basically the only thing making mages effective and competitive. Healers generally have a robust toolkit and the ability to react to damage in a variety of ways. Mages have an extremely small toolkit to heal with, which leaves holes and gaps. Being able to beacon 4 groups has been the metaphorical plug to those gaps. Taking that away while not compensating with a more robust toolkit leaves mages ineffective and frankly not worth bringing.
Not to mention - mages scale better with seal of the dawn than every other healer. Damage scales higher than healing. If you adjust current Naxx healing numbers for that difference, mages don’t universally stand out anymore.
Case in point, #1 mage vs #1 priest in Naxx.
Mage w/ Seal: 5936.2 w/o Seal: 2198.6
Priest w/ Seal: 4563 w/o Seal: 2074.1