Hey look, you fijnally did a good thing reverting one of the terrible changes that you had planned. But it’s just a first step. Now get rid of of the lightprism/divine toll choice node and let us have both. That would be another positive step
surely a troll post
Don’t call me surely
Wait…
you get to press even more flash of lights now
lucky you!
Judgement and Holy shock are good abilities. Crusader strike is a bad ability that does no healing and practically no damage. We nerfed our good abilities to bring back a bad ability.
not trolling at all. Y’all are all so shortsighted. Oh noooo but they nerfed out other abilities waaaaa. Okay. And they’ll buff them back up some. I’d rather have more than 3 buttons to push in my rotation. Now I have a 4th button. Slightly more decision making. More fun. Idc about theoretical healing numbers on a beta. I care about how many buttons did they take away
I’d say go play dps spec if you want to play rotation simulator, we are healers, we heal situational damage in fights, we don’t need a rotation, we need meaningful buttons to hit to keep the party alive. rotations are for DPS specs. CS is not a meaningful button, it brings nothing to the table except nerfing our meaningful abilities.
The issue isn’t that crusader came back, its what they took away to bring it back that was wrong.
I can’t help but notice how because if the game mode you play, the way you play it, and how these changes impact you, others opinions are invalidated and not equal to yours.
Which, as a poor POV, can be applied to others in this thread, towards your opinion, and provides absolutely zero constructive benefit to any discussion.
Honestly I don’t think it’s nearly as bad as some are suggesting, but I wouldn’t mind them undoing the HS CD duration adjustment. That said as it is now, HS is typically hard to run out of, so I’d have to play on release/beta to determine.
Trust me, it is. To shoehorn CS back in, they nerfed the cooldown of both HS and Judgement so it’s very easy for both of those to be on cooldown, requiring CS (which does no healing or damage) just to refresh them. That or Flash of Light, which means the the move to force holy paladins into what is supposed to be a quick melee playstyle is now significantly slower and needs more hard casting.
HS was hard to run out of currently because of the low cooldown and the feedback loop of Judgement > HS > Spenders feeding into each other. Now, the we’re left with significantly more dead GCDs for no reason other than to add an extra button back in that doesn’t feel good to press.
I actually prefer having an engaging series of buttons to press to accomplish the same goals, rather than 1-2 spamming. That said, no arguement that CS should provide healing and damage that makes the time spent matter, and makes the button presses feel good.
Would also happily argue for a talent that changes CS to denounce for people/situations that don’t agree with melee range.
A series of buttons to press is pointless is it does not flow right logically. Else it’s just button bloat for the sake of it.
Making Crusader Strike heal would make it less bad, but that by itself would do nothing if they don’t revert the cooldown nerfs of Judgement and Holy Shocks so that the generating/spender loop actually feels good again.
IDK, I see the idea they are trying to implement, and it’s that if HS/Judge CD’s aren’t modified, there is no reason to press crusader strike, so they injected one with a nerf and gave the option to reduce the CD. As it stands the CD on hs/judge are so short no one would bother pressing CS to reduce, even if you take crusader rn squeezing crusader strike globals in is tough.
I do think HS should be readily avail, i’d rather see them figure out a better interaction than what they are focusing on. But pressing any button should do more than just CDR, it should do meaningful damage and/or healing.
I also get the counter argument against forcing melee range, and that some people simply don’t like it. I really think the best option is choice nodes because lots of people do enjoy the paladin archetype and healing in melee. This would also resolve the issue that in arena, melee range typically compromises positioning allowing easy cc chains on the hpal.
Id be curious from someone with opposite viewpoint of mine, what does adding CS back to the kit actually do? even for someone who like melee healing? like is it just a visual thing? or what benefit does it provide to even a melee healer other than an extra button to push? without adding CS back, you could still stand in melee if you wish no? but now you crippled those who don’t want to sit in melee with an ability that requires melee.
Additional thoughts: Maybe they could have just made it a talent choice, add crusader strike back for melee people and then it nerfs the other abilities, or don’t pick CS and keep the other abilities as is. Then you get choice. But what blizz did was give us no choice. Thats the bigger issue, they took away from one style to give to another, instead of just give us both the choice with a simple talent choice. or heck they could have made that the focus of the hero trees, one baddass melee healer, and the other a caster healer.
I love active CD management, the ability to snowball hasten a spec.
I see the vision they are trying to make happen, and think with tweaks it could be great.
I think what they have currently implemented lacks understanding for the players that don’t want to melee and will require some kind of choice node action between CS/Exorcism, bc as it stands thsse changes are just a nerf to Hpal for those players.
That said, if I wanted to stand around waiting to top an HP bar, I’d play classic, I enjoy faster paced higher APM playstyles. I like the idea of pressing CS to reduce CDs, but CS should mean something other than just CDR. I also like the idea of contributing damage. I miss BFA M+ scene where healers had massive agency over the success of a key because of their life saving capability and damage.
I also typically spend a lot of my time in arena, and forcing melee is awful in that condition. So I have the unique ability to recognize both arguments, as I like melee gameplay, but also know it isn’t always feasible.
I see the idea they were going for too.
It’s just top tier next level stupid, given what they just put out.
Their claim was to add more decision making, but there is no decision making to be made. You either press CS because you’re trying to get 2 spells you actually want to press back, or you hard cast FoL until the 2 spells you want are off cooldown. Neither option is good because casting non-Infusion FoLs always sucked and CS is just a boring ability that does no healing and no damage.
So they tossed simple but ultimately clear and satisfying rotation, just to throw CS back in which flies counter to literally every change over the past 4 months. To make CS work they’d have to do significantly more to the spec work to the spec, when there was multiple alternatives that could have brought CS back in a much healthier, less spec breaking way.
For example, a common issue was that our mana management is terrible. They could have made CS a 3 buttom ability like Templar’s Strikes, except instead of HP it gave mana. That wouldn’t have broken the generator loop and provided a good clear reason to be in melee range to return mana, similar to how SotR works.
Yep fair enough! I should ammend my original “then go play DPS” that was more of a “great you force changes on us to favor a different play style” maybe the better route would be all holy paladins uniting and pushing blizz just giving us a choice, I don’t think it would have been hard to bake the changes they did into a talent choice, then both play styles could be viable. like why ruin one style to satisfy another, when easy enough to support both.
I actually really like this idea
If you dont want a rotation go use the 1 button thing. You’re who it was made for.
a forced rotation doesn’t make sense for healers, like I don’t have a static DPS target, my heals are situational? Why couldn’t blizzard support both options? this change could have easily been baked into a talent choice or hero tree. and then both play styles could have been supported.