Tanks "healing" more than Healers is bad game design

Does it still “feel” terrible is you disable your meters?

If you’re having almost no deaths and people are avoiding avoidable damage, this is going to happen. It’s called you had a good run? Why are you whining about it?

You manage to be wrong twice in the same post, LOL.

First, I never said that I was not healing. That is not what this thread is about. What I said multiple time is that it feels weird to have TANKS with more HPS than healears.

Second, my point you’re quoting implies that I’m not into going over +20s. Right now, since I’m a returning player (left in the end of DF S1), I’m in the abouts of +17s.

Anyway, you have a hard time understanding my point. Once you do so, it will be easier to “believe” . LOL

It was said multiple times already.

Hey there OP, just commenting here to say that even though there was a lot of negativity in this thread I suspect your view of how the game feels is likely shared by many players. It’s important to remember that the wow forums are only a tiny fractional minority of the whole playerbase.

I’ve more or less shared your view that healing has felt bad for quite some time now. The rise of s1 prot paladins and doc guardians has only made this worse (and I play both of these tanks so I’ve first hand made healers completely irrelevant in 20s) as things have gone from more than just the “it’s just how blood dk is” situation.

I mained healer from cata to shadowlands so I get where you’re coming from, and hopefully you have as much fun playing ret as I’ve been having playing prot and guardian. At the end of the day you play to have fun, if anyone tells you what you find fun is irrelevant you just ignore them. If meters are part of the enjoyment of the game, so be it, I’d wager tons of gamers play to fulfill some kind of power fantasy even though most would never admit in public.

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I would love a way to get a permanent Natures vigil as resto druid at the expense of loosing all other damage options. Heal harder not smarter.

Nature’s Vigil

Restoration
Single-target healing also damages a nearby enemy target for 20% of the healing done

Moo!

Maybe the addon writers should move tank self healing/absorb off the healing meter and onto its own separate tank mitigation tab so players can feel better about themselves?

I think I suggested this ages ago. Just flag armor mit, block, and absorbs as a seperate category from healing. Discipline priest and evoker absorb components may need tweaking but I cant imagine it’d be that hard.

Edit, this also isn’t just an issue of “making people feel better about themselves”, tanks should have a cohesive metric of determining effectiveness visible at a glance in raid so you dont meed to spend gratuitous amounts of time log diving.

There was a skada tank mitigation addon years ago but development stopped on it. Personally I would love something like that as I like to compare how much my mitigation and healing I do to other tanks running similarly difficult content. It helps to know what key levels I really should be running.

I think you can kind of do it with ehps on wowlogs but I don’t really know how that works to much.

Moo!

As a healer main, I couldn’t care less how much healing the tank did by the end of the run.

Edit: I meant to reply to the op post. Don’t know why it tagged you

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I’m with you Nora. Matters not one iota what amount of healing the tank did. I know its their mitigation and glad they have it. I still know that many times they can’t survive without my heals added to theirs!

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I like the idea that all tanks are self sufficient. Who cares about healing meters

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The numbers of healing done on details are only relevant when you cant reach the healing checks, like in 3rd boss of HoI, where I’ve seen some healers doing 200k hps and we still wiped.

If you’re a healer, and you can pretty much ignore the tank, be happy. The tank knows how to play, and you can focus on the dps.

I’ve outhealed a lot of healers in my prot pally and guardian druid, so you may need to get used to it

You don’t understand what I’m saying here. I will quote myself.

First the OP:

The first thing I said in this thread was that I KNOW it is “normal”.

Another quote:

See? My point is not that I don’t know, but that I don’t LIKE the way it is now.

Now another quote.

That is it. o/

So, let me ask something important here.

Does the group die for the lack of healing?

Healer job, primarily is to prevent player death. HPS means nothing if no one dies. External CDs to reduce a potentially fatal hit won’t show up on HPS charts (think Pain Suppression/Time Dilation/Blessing of Protection) but can be more impactful than simply trying to heal through it for HPS parses.

Healer’s secondary role is shared with Tanks/DPS which is deal damage and use your class utilities.

If you want a method of skill expression for a healer, look at interrupts, dispels, CCs, and damage while keeping deaths and overhealing as low as possible.

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I did some lower level keys for the first time this week. I think the highest I got was a +5 and we ran it without a healer. Didn’t know that was possible; was surprised. Kinda cool, kinda not.

On most pulls they can even compete with DPS on damage. Tanks have it all I guess.

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Change your mindset - what you are seeing on a tank is mostly mitigation. If you only count the healing from a tank onto others as what a healer is competing for.

Stop attributing prevented damage as a form of healing based just on details, or include all forms of mitigation (shield block, stagger, armor, absorbs, etc). Every tank except BDK does this because a BDK’s mitigation is the ability to self sustain, hence them having very little preventitive damage tools - they eat the damage and heal based on that damage taken.

which is funny but hey lets nerf that into the ground and have the healers panic heal blood
in 5 secs over and over

A tank really shouldn’t be pulling even close to equivalent damage to a dps. If they are you have an amazing or over geared tank and or undergeared unskilled dps.

Looking at Oharroo who is playing bear in very high keys where we know both tanks and dps are similarly skilled we see:

  • NL +27: Bear 115K with dps at 230k total damage.
  • FH: Bear 164K with dps at 320K-340K total damage.
  • Uld (pre augment:) Bear 98k with dps at 173K-177K total damage.