Tanks "healing" more than Healers is bad game design

I have a hard time believing you’re doing 20s and making these comments about not healing. There is a lot of healing to be done on many of the fights.

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I you say that as if spamming damage is buckets of joyful bliss.

:thinking:

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Yeah, but there’s also fights where if people are playing well then there’s no damage, which is nice, because it lets you do damage.

Healer being dedicated healthbar refiller is very dated.

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Turn your meters off. Problem solved.

“The specific changes you’re asking for are bad,” does not mean, “there are no ways healing could be improved.”

But removing tank self-healing is one of the dumbest suggestions — it does nothing to make healing more interesting. It either means we have to focus almost entirely on just spamming our most efficient single-target heal to keep the tank alive; or that multiple tank specs need to be completely reworked solely because you don’t like seeing their HPS being higher than yours.

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Why I dislike playing a role called HEALER and having less healing done than a TANK? I don’t know, to be honest (really don’t know for sure, not being sarcastic here).

I just don’t like it, realize it today, and will not heal anymore. Ret pal here we go

This too.

Also for very high self healing tanks like blood DK it is their from of mitigation.

Rather than prevent the damage up front they take it and heal it back.

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Tank healing can also lead into overhealing far easier than healers tend to get. If I am on a Guardian Druid and hit Frenzied Regen during Incarn (potentially more than once) to heal for like 300k+, if I get “sniped” by a WoG from my HPal that is 300k straight into overhealing.

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They’re healing themselves, though. Like, I get hit, I press death strike, I get a 300k heal and giant shield. You’re healing everybody.

If tanks couldn’t do this then the game would actually break in on itself because tanks would take unhealable damage.

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Eh, I enjoy healing.

Treemouth and the first boss of UR are SO boring as a healer.

At least a few others have no damage but then high damage phases like the first boss of VP.

I just sit there being a crap 5th dps.

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Woah, good thing in M+ we can actually have skill expression and be able to heal when it’s needed and DPS when it’s not. It’s better to be able to use your whole kit in content. That’s what’s fun. Spamming chain heal is not.

I don’t think meters is why healers are hard to find. Content is just hard. I hide from people during tyrannical week because, for me as a hpriest, it is just too stressful to heal through a tyrannical uldaman and etc.

Meters aren’t the problem imo lol.

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That is fair if you think so.

The point is that I dislike it. It is not my job to make the HEALER role to feel good to play. That is the thing that bother me, so that is the reason I’m not healing anymore.

Look, here I will quote myself.

So, I already agree to disagree on the matter, no reason to keep kicking this dead horse. All right?

I mean healer shortage is because you can’t simply refill health bars. Playing with pugs who just ignore/facetank everything isn’t possible. I still kind of enjoy it, though. :dracthyr_love_animated:

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Yeah, the Underrot boss is so boring to heal. So’s the charge boss. At least the last boss is a decent healer fight.

The second boss of Nelth’s lair is so boring. It’s some how got ticking AOE damage in the totem phase and I still don’t have to heal at all.

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My point is that your criticism has nothing to do with how it actually feels to play.

Your criticism is solely that you feel bad when you look at a chart.

So stop looking at the freaking chart!

Because this isn’t something you’d feel in the game. There are so many sources of damage in M+ that you’re having to heal through, especially as you climb higher; you’re not feeling that the tank is out-HPSing you just because he’s getting big death strikes. You’re seeing it in a chart, and that’s making you feel bad.

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Yeah, Crawg is super boring and tantrum isn’t even a super high damage phase.

I forgot about the 2nd boss in NL but yeah he gets super boring as a healer as well, but then boss 3 dials it to 11 and boss 4 can be a decent healing check to an insane check/wipe depending on add placement.

Overall I think there is decent variety, if maybe a few too many bosses with minimal damage then a big healing phase, rinse and repeat. But maybe that is better, and having the pure nothing to heal (first boss of UR) and pure rot (third boss of HOI and second boss of VP) be less common.

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Which is why I still advocate for tank and healer damage to meet in the middle. Tanks get to do double the healers damage simply playing normally, yet a RDruid catweaving might as well not even bother since the damage is so horrendously low for the amount of effort required.

I’m not asking for a spec like MW to do dummy damage spamming SCK in AoE, but on 3 targets the whole 1-2-3 of Palm+Blackout+RSK rotation should do more than like 20% of a dps (I don’t know exact numbers for reference).

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The chart is just an expression of a reality. The chart is not abstract, it is what happens.

For me, the way it is right now is not fun.

Look, it’s ok if you guys disagree with my point that HEALERS healing less than TANKS is not an issue. Seriously, that is ok.

BUT you guys now trying to disagree with what I personally DISLIKE is a bit too much. Seriously this is getting weird… WTF?

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I actually really like the third boss of HOI, but if that were common design I’d hate it. Very fun as a specific challenge in an instance; not so much as the rule.

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How would you know, if you didn’t have Details?