It starts as single target until he’s < 50% then it becomes aoe.
Yeah I was just trying to make a joke about how easy Harlan was. I pulled the spider obelisk just below Harlan’s island exactly one time, the first time we ran FH with Awakened. After that every group I ever ran just did the spider with Harlan because he did literally nothing until 60%, and the trash pack in front of the obelisk was so inefficient it wasn’t worth it to clear.
Ah i gotcha. Sorry for taking it seriously (even with the /s), i didnt play S4 much as it runs into summer (i only had a few runs involving seasonal affix), so wasnt 100% in sync with what you were getting at.
Well now that does sound fun lol
It’s not our fault you play suboptimal classes in m+. If you played classes with a defensive (lmfao, NOT hunter) or offheals (lmfao, NOT feral) you’d realize that the poster you’re trying to discredit is correct and you’re not.
Yes because mages are out there off healing
So are rogues
So are shamans and DKs and DHs and Devastation and Warriors and…(see where this is going).
No one is out here taking healers away with their amazing heals. Nor is anyone mitigating so much damage that a healer isnt required for 80-90% of the outgoing damage.
Every log discredits everything he claims. Even in the 19-21 key range where 1 shots do happen, healers are required and doing more healing than the levels either of you two play at
These are end-of-expansion complaints after everyone is geared up and knows the encounters by heart. Some years ago, healers complained about being bored (at the end of an expansion) and they took away spirit for mana regen.
In raid progression healers are very challenged and double think their talent choices and hope for special trinkets to drop. It seemed, to me, that once we got one raid nailed down to AOTC and farm-like, a new raid would come along.
But, right now, we are in a lull at the end of an expansion, and we have all of our goodies and know the fights and if the healers are bored, I’m sorry.
Yeah, I was thinking along those lines with “what would a healer legendary look like?” Having a big staff that heals more isn’t fun but if we could buff our group with a legendary, well, people would love us. Little mini heroes maybe.
Evokers would like to have a word before you start down that path
They can challange teams in other ways then Did you stop this attack, Did you push your defensive. There is a timer for a reason, Force teams to route better, Provide Damage auras per mob, You can create consistant throughput healing without it being in form of Magical fireball that hits for 120% of someone HP bar. You can pressure cooldowns one fight then have 3-4 packs that require higher sustain that if you pull them all at once they require cooldowns. so groups have to troubleshoot which spot is best for cooldowns. Or make you dont pull them all at same time. There are so many ways they can create damage patterns without needing it 1 shot a player. You can also scale HP to a point where there is triage healing. so that healers actually require more then 2 casts to top someone. There are so many way to challange groups outside of Did you stop 4 casts and hit defensives.
I would be happy too if my role was fun in higher difficulties. Sadly the higher you go the less the healer gets to perform there role. I probably will when i play DPS in TWW because healer is looking awful. I also think that blizzard has skewed the dungeon design balance too far into monster does damage vs the monster has health. There is a reason timers were free in DF. Its because people obliterated mobs because scaling was poorly done.
Its a result of blizzard not designing Non avoidable damage its part of the reason im calling for the core philosiphy of dungeon design into question. Its the reason there such extremes between very good groups and avg groups. They have pushed so far away from the healer role. The agency is currently in DPS and tank roles and not the healer.
i swear you argue just to argue… or maybe your just a dps that doesnt want a balanced trinity game… im honestly not sure…
Ive been giving tons of feedback all over the forums, Content Creators, If you know another way share feedback please let me know. This issue isnt just me that wants to see fundamental change. There are tons of long time healer mains that are calling for sweeping change. The picture of the change that needs to come to this subject is very large that to be honest a forums post doesn do it justice.
The game needs Pruned and Rebalanced and TWW needs delayed. But sadly that probably not going to happen. Blizzard should Relook at every New dungeon coming in TWW + 4 additional returning dungeons in S1, Rebalance entire dungeons to fit a better healing philosophy. Reapproach how they a challanging groups… i reccomend challnging them with the timers. The changes to affixes are a great start but there is so much more to the entire picture.
They need to touch on fight length, Monster Damage Profiles, Monster health, Defensives for all classes, Self healing for all classes(especially tanks), Player health, Stop for all classes, Kicks for all classes, Class buffs, Overall healer throughput, Rebalance healer kits, Utility, Mana Consumption and ways mana is restored, Dispels, M+ Key timers, Affixes(already looking better).
its the only way they are truly going to restore triage healing and return the game back to a state of trinity design.
to fix it you have to touch everything. You have design differently then we currently are… They have to start over.
Sadly that not completely true. The game just isnt balanced to be played at Super top end level and its not balanced to play at super low level.
at top end its just one shot city. at low end mobs die in sub 10seconds… im not sure i would call that fun for either side.

Was it aoe? I thought it was just a random target. Oh well.
I wish Siege of Boralus made it into the dungeon pool. Always thought that one was fun
You might be only person that wishes for that dungeon… dont worry you are getting it in S1 of TWW

Yes because mages are out there off healing
So are rogues
So are shamans and DKs and DHs and Devastation and Warriors and…(see where this is going).
I would argue mages provide some of the most essential offhealing. They provide mass barrier that survives 1 shots. Because there so little healing needed the barrier doesnt get eaten by anything other then 1shot.
rogue just dont die because they have one of best solo surival toolkits… and well other classes you listed are not viable classes for various reasons.

No one is out here taking healers away with their amazing heals. Nor is anyone mitigating so much damage that a healer isnt required for 80-90% of the outgoing damage.
Because there are so few monster mechanics that are unavoidable. Unavoidable incoming damage is healthy for the game. It prevents the 4dps problems

These are end-of-expansion complaints after everyone is geared up and knows the encounters by heart. Some years ago, healers complained about being bored (at the end of an expansion) and they took away spirit for mana regen.
This is also part of the problem. These problems mostly stem with gearing. Avoidence, Leech and Vers all make a group take less damage and restore more damage without needing a healer. While healer also gets more powerful the incoming damage gets less powerful. So it results in healers being bored or not needed. Worst case they are needed for their cooldowns and you cant even swap one healer to dps. We reach this point in a tier sooner then ever because gearing is so much faster in DF forward.
I also think that mana and spirit should matter again in modern wow. they should reimplement it in some form… This no agency around the mana bar isnt exactly good design.

In raid progression healers are very challenged and double think their talent choices and hope for special trinkets to drop. It seemed, to me, that once we got one raid nailed down to AOTC and farm-like, a new raid would come along.
It comes down to the gearing curve and clear curve and extremely sped up. So there is substantially more time of when healers dont feel good. I would love to see a form of raiding that challanged groups after completing… a chase mode for something interesting.
They can challange teams in other ways then Did you stop this attack, Did you push your defensive. There is a timer for a reason, Force teams to route better, Provide Damage auras per mob, You can create consistant throughput healing without it being in form of Magical fireball that hits for 120% of someone HP bar. You can pressure cooldowns one fight then have 3-4 packs that require higher sustain that if you pull them all at once they require cooldowns. so groups have to troubleshoot which spot is best for cooldowns. Or make you dont pull them all at same time. There are so many ways they can create damage patterns without needing it 1 shot a player. You can also scale HP to a point where there is triage healing. so that healers actually require more then 2 casts to top someone. There are so many way to challange groups outside of Did you stop 4 casts and hit defensives.
We already have defensive required bosses. Quite a few of them. We also have interrupts. We also have rot. We also have movement.
What more can you possibly want?
Did you stop this attack,
That’s the 120% fireball by the way.

They can challange teams in other ways
Everything you listed is already active. And you parroting “one shots” shows you dont know what youre talking about.
Even in 19 Fort keys, fireballs are not one shotting players. One shots are happening on boss fights where timing defensives and not making mistakes is part of the challenge at that range

I would be happy too if my role was fun in higher difficulties. Sadly the higher you go the less the healer gets to perform there role.
Healers are needed more in higher keys than lower keys. What you need is better players who dont constantly take avoidable damage and die because of it.
The higher the key, the more damage that goes out, the more damage that the group is unable to handle by themselves.

Its a result of blizzard not designing Non avoidable damage
Theres plenty of unavoidable damage in dungeons. And the more a healer is required as keys go up because of it. The elementals in RLP are a great example of this. And groups arent waiting for CDs and their heals to come back before doing each pull. Healer is 100% required because those start hitting for avout 60-100% player health over the 6 seconds its pulsing damage. DPS arent able to cover that.

The agency is currently in DPS and tank roles and not the healer.
See above (i so do love people who just parrot people with no understanding).

i swear you argue just to argue… or maybe your just a dps that doesnt want a balanced trinity game… im honestly not sure…
Coincidentally enough youre deflecting. This 650k damage PER SECOND the group is taking, how is it being handled? Mind you, this number is AFTER mitigation.

Sadly that not completely true. The game just isnt balanced to be played at Super top end level and its not balanced to play at super low level.
Yet it is being played there. You not having the skills to play there doesnt mean it isnt being done. Big difference.

at top end its just one shot city. at low end mobs die in sub 10seconds… im not sure i would call that fun for either side.
And theres about 15 keys in the middle of that. 75% of player base is having fun and being engaged (well fun is subjective but since you used it I’ll use it).

Because there are so few monster mechanics that are unavoidable. Unavoidable incoming damage is healthy for the game. It prevents the 4dps problems
And this is why healers are part of the group in the highest keys, which you claim.theyre not needed. Odd.

Everything you listed is already active. And you parroting “one shots” shows you dont know what youre talking about.
Even in 19 Fort keys, fireballs are not one shotting players. One shots are happening on boss fights where timing defensives and not making mistakes is part of the challenge at that range
Everything i listed is not in keys… There are so few unavoidable instances of damage in dungeons that groups are running no healer keys. The few unavoidable instances that do happen are so extreme that people either instant die or its non threatening cause they are events like first boss in Azure Vault. Large damage event then NOTHING.
Healers are not required cause there is non sustaining incoming damage outside of the tank taking damage. For some reason the tanks have been designed in such a way that they dont need healers… which is ultimetely part of the problem.
Fireballs are not oneshotting people because the people doing 19 fort’s push defensives on every damage instance. If a cast even has opportunity to go off… In the current design its intended to never go off and balanced around it.
I am suggesting that damage should go off because that is whole point of a healer. To recover incoming coming damage. There is so little incoming damage that the role feels not needed. I feel like you are struggling to grasp the overall concept of slowing the game down to restore the trinity role.

Healers are needed more in higher keys than lower keys. What you need is better players who dont constantly take avoidable damage and die because of it.
The higher the key, the more damage that goes out, the more damage that the group is unable to handle by themselves.
this is part of the problem… that damage goes go up… but what ends up happening is damage exceeds the healthbar thus resulting in healer no being needed for recovery because instant release healed the damage. Too many damage instance are designed with avoiding the damage as primary method of recovery.

Theres plenty of unavoidable damage in dungeons. And the more a healer is required as keys go up because of it. The elementals in RLP are a great example of this. And groups arent waiting for CDs and their heals to come back before doing each pull. Healer is 100% required because those start hitting for avout 60-100% player health over the 6 seconds its pulsing damage. DPS arent able to cover that
Mechanics like that are good the game. there still plenty of examples of not needing a healer or the healer having nothing to do because majority of the dungeons are designed in a way that healing is mostly irrelevent.

See above (i so do love people who just parrot people with no understanding).
If you honestly dont think agency is in the dps and tank role… i dont know what to say… If Stops dont happen then keys die within first 2 pulls. If defensives arnt used then there is nothing to heal. The healer doesnt even get to engage till the other two roles have prevented 80% of the incoming damage. In goood groups its probably more.

Coincidentally enough youre deflecting. This 650k damage PER SECOND the group is taking, how is it being handled? Mind you, this number is AFTER mitigation.
Im not even sure what you are trying to argue or reference here… Is taking 650k dmg per second good for the game… probably not considering the entire rest of dungeon pool there is almost no healing required. Is it good to design encounter around spamming defensives so if other players dont push their defensive then fight is just bricked? when there so much emphasis on defensives it creates this would of every dps wearing absorb shield trinkets and healers being forced wear absorb shield trinkets. Design around constant defensive usage is part of the problem.
Its nice to see bosses provide a healing check and encourage healers to use their entire toolkit. I would rather see 650k per second then get blasted for 150% of your healthbar. Followed up by the fight requiring no healing for next 30 seconds… where healers can push a maintenance heal and continue dpsing while the dps buttons do less then 10% of the groups overall damage for the fight.
I would rather see the game designed in a way to create a more consistent environment then dealing in the extremes.

Yet it is being played there. You not having the skills to play there doesnt mean it isnt being done. Big difference.
You honestly are toxic… Do I want to do world first keys… honestly no I don’t. I have no interest in doing repetition required to achieve that level of key. Do I enjoy doing keys above Max vault. Yes I do if the tuning supports a healthy playstyle that fits WoW.
There are extreme problems on both ends of spectrum because of how the M+ environment is tuned or rather not tuned.
Yes, there are people that enjoy this environment its mostly DPS. Ever wondered why its so hard to find a healer? Its cause the role isn’t fun in the current macro environment.

And theres about 15 keys in the middle of that. 75% of player base is having fun and being engaged (well fun is subjective but since you used it I’ll use it).
There a difference between fun and required. A large portion of player base engages with the content because its best way to gear. It doesn’t mean they enjoy the content.

And this is why healers are part of the group in the highest keys, which you claim.theyre not needed. Odd.
Are they ran yes of course… Are there points where they are 4dpsing… YESSIR!!.. It still doesn’t change the fact that overall the healing environment is very limited. Stops and Defensive are severely infringing on healing environment. Its funny how you only clip certain parts… you ignore how I talk about entire macro environment.

Everything i listed is not in keys
Lets look at what you listed:
- need for stops: present
- need to use defensives: present
- alternating routes: changes upon weeks / affixes / key levels. Present
- hard hitting abilities/rot damage: present
- pulling specific trash packs around CDs: present
- mob auras: this is fort/tier/buffs. Present
- hp scaling: key levels, hello. Present

Healers are not required cause there is non sustaining incoming damage outside of the tank taking damage
The tanks still need healed, as theyre still taking constant sustained damage. Yes theyve got great defensive and burst self healing. They do not have sustained healing abilities. If they do its a choice between mitigation or healing. And without the mitigation, they die.
Can i solo the last 15-20% of a boss. Sure. Can i solo the boss 100-0? Absolutely not.

I am suggesting
That damage not be threatening. That defensives be pointless.

Too many damage instance are designed with avoiding the damage as primary method of recovery.
Yes, the 650k damage per SECOND for a full 30 minute dungeon thats going out is all being avoided. Good argument there Watson.

there still plenty of examples of not needing a healer or the healer having nothing to do
Disregarding a roll because one out of four instances they’re not dedicating 100% of their GCDs to their primary role is a very weak argument to try to stand on.

If you honestly dont think agency is in the dps and tank role…
Its healthy for the game to require people to use their kits. Why do healers have stops if theyre not meant to be used. Why do healers have defensives if theyre not meant to be used. Balance should not be made around bad players who only press auto shoot because theyre dps and thats all theyre supposed to do.

Is taking 650k dmg per second good for the game… probably not considering the entire rest of dungeon pool there is almost no healing required
Do you not understand how per second works? This means theres 650k (higher actually due to out of combat times) damage being done per second in combat. Means there is always damage going out at all times. DPS are not capable of sustaining 150k self healing PER SECOND OF AN ENTIRE DUNGEON. This is why a healer is required.

Yes, there are people that enjoy this environment its mostly DPS. Ever wondered why its so hard to find a healer? Its cause the role isn’t fun in the current macro environment.
Never had a group take more than a few minutes to fill. Healers arent hard to find.

There a difference between fun and required
Oh so you admit that a healer is required for 75% of the content. Glad youre finally coming around

It still doesn’t change the fact that overall the healing environment is very limited. Stops and Defensive are severely infringing on healing environment.
Its not. By using stops and defensives, they’re stopping one shots, giving you more to heal. If i use a defensive and go from 80-20 instead of not using a defensive and go from 80-0, which one gives the healer more things to heal? Thats right, using a defensive to stay alive.
Stopping one shots via defensives gives the healers something to heal. You should be thanking DPS for doing that for you. This is more proof that youre just parroting what you hear with no experience or understanding of the matter.
95% of the player base doesnt play in a setting or with a skill set for healer agency to be infringed upon. This is talk concerning the top 1%. Its based around near perfect play/coordination.
Its why PuG groups arent pushing 20 keys.
And why is it that bad PuG groups push a healers HPS through the the roof?
95% of the playerbase will never play at a level where their role is threatened by an outside role. These “infringements” are outlier scenarios
And if healer agency is being taken away more and more the higher keys go due to scaling damage and defensives and self heals taking away all healers jobs, where are these 4 dps groups at in the leaderboard for top keys ran? I mean, isnt that where we should be seeing all these 4 dps groups? At the very tops where healers “arent required” ? (Seeing the problem of your claim yet? Kind of a huge gapping hole isnt there?)

Everything i listed is not in keys… There are so few unavoidable instances of damage in dungeons that groups are running no healer keys. The few unavoidable instances that do happen are so extreme that people either instant die or its non threatening cause they are events like first boss in Azure Vault. Large damage event then NOTHING.
Are you describing World Content or non-endgame group content (ie: Normal and Heroic dungeons)? Because, you don’t need healers for most world content. My bear druid does fine soloing almost everything in current world content. You still need healers for normal and heroic dungeons since the quality of the players not guaranteed and there’s plenty of mistakes healers have to fix.

Healers are not required cause there is non sustaining incoming damage outside of the tank taking damage. For some reason the tanks have been designed in such a way that they dont need healers… which is ultimetely part of the problem.
Spam M0 and low keys like I do. You will change your tune. Tanks are still learning what they can do and they require the healer to pay attention to them. In multiple M0s and M+2s, I have spent more GCDs healing tanks than the DPS.

I am suggesting that damage should go off because that is whole point of a healer. To recover incoming coming damage. There is so little incoming damage that the role feels not needed. I feel like you are struggling to grasp the overall concept of slowing the game down to restore the trinity role.
Then you are valuing your role very lowly don’t understand how much of an impact you have preventing damage.
Healing damage should be the last thing the group wants since it takes up a finite pool of resources: one person’s mana. The healer’s mana bar isn’t just the healer’s bar, but the group bar. So it would be in everyone’s best interest to not let damage go out.
More damage goes out, more limited mana resources has to be spent to heal someone up. Someone dies from a one-shot, mana and time now has to be spent to raise that person (assuming release and running back costs more time). Mana runs out due to poor group management on damage mitigation: wipes at worst, having to sit wait for the healer to get mana back at best. Either way, time lost.
It is oddly a selfish perspective to have to want to have damage to happen so you can heal when it can cost the whole group their time.
You shouldn’t want to heal anything that is not unavoidable, especially in content with higher risk of failure.
If healer’s didn’t have a mana bar and/or a form of resource to begin with, then what I said above can almost go out the window. Until then, you shouldn’t want to heal non-avoidable damage.

this is part of the problem… that damage goes go up… but what ends up happening is damage exceeds the healthbar thus resulting in healer no being needed for recovery because instant release healed the damage. Too many damage instance are designed with avoiding the damage as primary method of recovery.
Because damage prevention is still the best form of healing. Time is saved by not having to possibly restore manage, revive people, etc. Even if there is not timer, real life time is still ticking.

Mechanics like that are good the game. there still plenty of examples of not needing a healer or the healer having nothing to do because majority of the dungeons are designed in a way that healing is mostly irrelevent.
I am curious, please provide some. Grizzle is providing clear mechanics that require healers to heal.

If you honestly dont think agency is in the dps and tank role… i dont know what to say… If Stops dont happen then keys die within first 2 pulls. If defensives arnt used then there is nothing to heal. The healer doesnt even get to engage till the other two roles have prevented 80% of the incoming damage. In goood groups its probably more.
Healers have stops too. Healer’s have plenty of agency.
Holy Priest: I have Chastise and Psychic Scream. They don’t count as “stops”, but they work on almost all trash packs in all dungeons. I always have Psychic Scream on the ready to prevent damage, especially on mobs that have greyed out cast bars. I don’t wait on the other two roles to go first. If I can Psychic Scream as soon as I can, I will. The bigger the pack, the more value Psychic Scream has as it will prevent more damage.
If I can Chastise a mob I know that can be Chastised, I will try to go first.
To say only two roles have all the agency shows how little you value your place in a group setting.

Its nice to see bosses provide a healing check and encourage healers to use their entire toolkit. I would rather see 650k per second then get blasted for 150% of your healthbar. Followed up by the fight requiring no healing for next 30 seconds… where healers can push a maintenance heal and continue dpsing while the dps buttons do less then 10% of the groups overall damage for the fight.
Your prerogative. I played MMOs where you spent most of your casts on healing and nothing else. It was massively boring. Even then, when you got to endgame in those games, you were doing more than just spamming heal spells… you where buffing and debuffing mobs, stunning enemies, crowd control through sleeps and binds, etc. Ie: damage prevention. There was also plenty of downtime in those older games where healers did nothing as well.
Our current WoW environment is just a streamlined version of what we was done in older MMOs. Instead of buffing/debuffing/CC in downtime or between heals, we’re doing damage. Damage is damage, and any damage healer’s give is group damage. The faster things die, the more incoming damage is prevented. Best healing is damage preventing through killing enemies.

Yes, there are people that enjoy this environment its mostly DPS. Ever wondered why its so hard to find a healer? Its cause the role isn’t fun in the current macro environment.
Way more DPS to healer ratio. Most people don’t want to do a “responsibility role” regardless of what type of content. Also, healers tend to go with who they know more than PUGs. DPS don’t have that luxury just from a numbers standpoint.

Are they ran yes of course… Are there points where they are 4dpsing… YESSIR!!.. It still doesn’t change the fact that overall the healing environment is very limited. Stops and Defensive are severely infringing on healing environment. Its funny how you only clip certain parts… you ignore how I talk about entire macro environment.
Ran by groups who are a fraction of a percent who know more about the game than you know about the state of all the moles on your body.
The 4 DPS at the beginning of a dungeon is high risk high reward play that requires 100% perfect play. Which is none of us on these forums and certainly not a part of the macro environment. It is a micro environment within a micro environment.

All of dragonflight and so far TWW have both felt like mobs do not have enough HP relative to their difficulty. Timers are way too generous. when mobs are dying before CDs even end that is a problem.
The way hp, damage, and healing are connected is too hard for some players to understand. If they played M+ as much as they posted bad takes on the forums they might begin to see the problem. Fortunately Blizz has acknowledged it and they’re trying to make things better. The recent leech/avoidance nerfs on beta are a start although they don’t offset all the increased hero talent defensives.

ets look at what you listed:
- need for stops: present
- need to use defensives: present
- alternating routes: changes upon weeks / affixes / key levels. Present
- hard hitting abilities/rot damage: present
- pulling specific trash packs around CDs: present
- mob auras: this is fort/tier/buffs. Present
- hp scaling: key levels, hello. Present
- need for stops: EXTREMELY PRESENT
- need to use defensives: EXTREMELY PRESENT
- alternating routes: changes upon weeks / affixes / key levels. Not present… there very few alteration in routes… most dungeons have linar path.
- hard hitting abilities/rot damage: What rot damage? these dungeons dont have any everyone health bar is instant healed. You can have rot damage when people full in a cast.
- pulling specific trash packs around CDs: Only present in top end, doesnt effect healing in 98% of groups
- mob auras: this is fort/tier/buffs. No present
- hp scaling: key levels, hello. Damage outscales healing… Groups are not losing because of timers… they are losing to 1shots.

The tanks still need healed, as theyre still taking constant sustained damage. Yes theyve got great defensive and burst self healing. They do not have sustained healing abilities. If they do its a choice between mitigation or healing. And without the mitigation, they die.
Can i solo the last 15-20% of a boss. Sure. Can i solo the boss 100-0? Absolutely not.
Tanks dont even need sustained healing because encounters dont last long enough to threaten sustained healing. If a tank dies its because the tank misplayed… Every healer main tells new healer to ignore the tank. You dont see an issue with that?

That damage not be threatening. That defensives be pointless.
Again this is why I have mentioned defensive need pruned. If you don’t have 5 defensives then you don’t need defensive for every damage event. I simple fact you keep ignoring.

Yes, the 650k damage per SECOND for a full 30 minute dungeon thats going out is all being avoided. Good argument there Watson.
Again another extreme example… no where in this thread did I say healers should have to perform at 120% capacity for entire 30 minute dungeon. Ive made references to healer damage and making them relevent even in lower damage situations. The current dragonflight model severely missing the mark.

Disregarding a roll because one out of four instances they’re not dedicating 100% of their GCDs to their primary role is a very weak argument to try to stand on.
Again another extremely fake example. its obvious you would rather have a bot for a healer that just always kept you full so you can ZUGZUG

Its healthy for the game to require people to use their kits. Why do healers have stops if theyre not meant to be used. Why do healers have defensives if theyre not meant to be used. Balance should not be made around bad players who only press auto shoot because theyre dps and thats all theyre supposed to do.
youre right it is healthy for the game for healers to use there kits. why should healers gameplay only revolve around there 30sec stop and 1min ironbark? How is that good gameplay? meanwhile dps are smashing their buttons as fast possible and ignoring mechanics. Healers want to perform their role and push their buttons that scale too.

Do you not understand how per second works? This means theres 650k (higher actually due to out of combat times) damage being done per second in combat. Means there is always damage going out at all times. DPS are not capable of sustaining 150k self healing PER SECOND OF AN ENTIRE DUNGEON. This is why a healer is required
Dps dont have to sustain for signifigant portions of the dungeosn because so much of incoming damage can be stopped. Why have 4 dps comps existed in some capacity throughout entire dragonflight expansion?

Never had a group take more than a few minutes to fill. Healers arent hard to find.
Good for you, Its because your a tank and people only join tank keys. Go try making dps key.

Its not. By using stops and defensives, they’re stopping one shots, giving you more to heal. If i use a defensive and go from 80-20 instead of not using a defensive and go from 80-0, which one gives the healer more things to heal? Thats right, using a defensive to stay alive.
ok cool and what am i suppose to do when you dont use your defensive? leave the key? why does my role only exist after you pass/fail the boss? Is that good design? Why do you want every mechanic to be did you hit defensive or not?

Stopping one shots via defensives gives the healers something to heal. You should be thanking DPS for doing that for you. This is more proof that youre just parroting what you hear with no experience or understanding of the matter.
not making every damage event require defensive makes it so healers have more consistent damage to heal.

95% of the player base doesnt play in a setting or with a skill set for healer agency to be infringed upon. This is talk concerning the top 1%. Its based around near perfect play/coordination.
Severely disagree. If that was the case you wouldn’t see despair keys.

And why is it that bad PuG groups push a healers HPS through the the roof?
Because so much of dungeon is on tanks and dps. If stops and defensive are not being used the overall incoming damage doesn double… it doesnt triple… it goes through the roof.

And if healer agency is being taken away more and more the higher keys go due to scaling damage and defensives and self heals taking away all healers jobs, where are these 4 dps groups at in the leaderboard for top keys ran? I mean, isnt that where we should be seeing all these 4 dps groups? At the very tops where healers “arent required” ? (Seeing the problem of your claim yet? Kind of a huge gapping hole isnt there?)
Do you even look at leaderboards… there plenty of 4dps keys over the DF seasons. Did you watch MDI? litterally 4dps multiple keys.
Again you have pushed this argument back into dragonflight scenarios and extremes… why are we talking about a healing model that is severely disliked? You have ignored every reference I have made to the game needing change. I am honestly not even sure why you are engaging in healer discussing since you have healed nothing this expansion. Must be such a great experience that you don’t engage in it. You love using only the most extreme examples when you know the core of healer gameplay isnt great.

Are you describing World Content or non-endgame group content (ie: Normal and Heroic dungeons)? Because, you don’t need healers for most world content. My bear druid does fine soloing almost everything in current world content. You still need healers for normal and heroic dungeons since the quality of the players not guaranteed and there’s plenty of mistakes healers have to fix.
I think you misinterpreted the discussion. currently M+ only represents a very small style of mob damage profiles. Which has caused healing style in dungeons to feel very underwhelming and in some cases not require a healer.

Spam M0 and low keys like I do. You will change your tune. Tanks are still learning what they can do and they require the healer to pay attention to them. In multiple M0s and M+2s, I have spent more GCDs healing tanks than the DPS.
M0-5 content doesnt even last a day in blizzard current gearing model.

Then you are valuing your role very lowly don’t understand how much of an impact you have preventing damage.
Healing damage should be the last thing the group wants since it takes up a finite pool of resources: one person’s mana. The healer’s mana bar isn’t just the healer’s bar, but the group bar. So it would be in everyone’s best interest to not let damage go out.
More damage goes out, more limited mana resources has to be spent to heal someone up. Someone dies from a one-shot, mana and time now has to be spent to raise that person (assuming release and running back costs more time). Mana runs out due to poor group management on damage mitigation: wipes at worst, having to sit wait for the healer to get mana back at best. Either way, time lost.
It is oddly a selfish perspective to have to want to have damage to happen so you can heal when it can cost the whole group their time.
You shouldn’t want to heal anything that is not unavoidable, especially in content with higher risk of failure.
If healer’s didn’t have a mana bar and/or a form of resource to begin with, then what I said above can almost go out the window. Until then, you shouldn’t want to heal non-avoidable damage.
Why are you viewing it as determent? A healthy overall game should have stuff for a healer to heal. That is the whole design around a trinity game. Could it possibly cost the group time… sure but the game should be designed around such instances occurring. It such an odd take to think you want a trinity role game to not require healing.
Why do I want mana to exist and be relevant because it provides depth to healing role, It allows the healer to make decisions to sustain that bar and treat it as it should a valuable resource. In current game model mana is non relevent. Most time healers dont even drink… why even have it in the game?
if you want healing to not occur then why not make the healer role more hybrid and lean into their damage capacity instead of removing it with Cantrip and trinket changes in TWW.
Again I am not referencing dragonflight dungeon and healer model as its poorly design and severely reduces the healer role to almost the level of bot. I’m referencing the overall philosophy around healing and how it should be approached from design perspective to create an overall more enjoyable experience for the healer.

Because damage prevention is still the best form of healing. Time is saved by not having to possibly restore manage, revive people, etc. Even if there is not timer, real life time is still ticking.
you nailed it and guess what healer has very few ways to interact with that model. They get 1 min CD to prevent Damage. Maybe 30sec aoe Stop. In that light tanks and dps are healing the group more then a healer.
Also when everything revolves around stops and defensives it requires signifigantly more mods to track everyone cooldowns to properly deploy your cd effectively.

I am curious, please provide some. Grizzle is providing clear mechanics that require healers to heal.
The entire game needs slowed down to provide good mechanics. Currently Healthbars go up way too quickly. Damage instances are way too bursty and healthbars are way too small. Thus creating the feeling of feast or famine.

Healers have stops too. Healer’s have plenty of agency.
Holy Priest: I have Chastise and Psychic Scream. They don’t count as “stops”, but they work on almost all trash packs in all dungeons. I always have Psychic Scream on the ready to prevent damage, especially on mobs that have greyed out cast bars. I don’t wait on the other two roles to go first. If I can Psychic Scream as soon as I can, I will. The bigger the pack, the more value Psychic Scream has as it will prevent more damage.
If I can Chastise a mob I know that can be Chastised, I will try to go first.
To say only two roles have all the agency shows how little you value your place in a group setting.
There nothing wrong with healers having stops but does the mob pack need to do zero damage? So your gameplay was what? you spammed stops then spammed smite for 1k? that did 1/18th a dpses damage that pull? So you were worst 4th dps in that pull? was that fun?
your gear doesnt scale your stops it just isnt a fun experience for healers. All healers have most bland dps rotation and when they dont get to use their healing rotation it just feels bad.

Your prerogative. I played MMOs where you spent most of your casts on healing and nothing else. It was massively boring. Even then, when you got to endgame in those games, you were doing more than just spamming heal spells… you where buffing and debuffing mobs, stunning enemies, crowd control through sleeps and binds, etc. Ie: damage prevention. There was also plenty of downtime in those older games where healers did nothing as well.
Our current WoW environment is just a streamlined version of what we was done in older MMOs. Instead of buffing/debuffing/CC in downtime or between heals, we’re doing damage. Damage is damage, and any damage healer’s give is group damage. The faster things die, the more incoming damage is prevented. Best healing is damage preventing through killing enemies.
In those older games healers made a much bigger impact on the group. We dont have buffs and debuffs… dont tell me class buffs… because those are far from balanced.
CC isnt really used in modern wow. You dont keep monsters cced in modern era wow. So that leaves damage and healing. our damage is so low that it barely impacts and blizzard is doubling down in TWW and reducing it even more. So what do healer have to do? Heal. So lets make enviroment for healing actually fun and engaging.

Way more DPS to healer ratio. Most people don’t want to do a “responsibility role” regardless of what type of content. Also, healers tend to go with who they know more than PUGs. DPS don’t have that luxury just from a numbers standpoint.
I would love to heal but blizzard has made dragonflight model so bad that i honestly dont want to play healer. It just isnt impactful to a groups success…

Ran by groups who are a fraction of a percent who know more about the game than you know about the state of all the moles on your body.
The 4 DPS at the beginning of a dungeon is high risk high reward play that requires 100% perfect play. Which is none of us on these forums and certainly not a part of the macro environment. It is a micro environment within a micro environment.
Except every strategy has trickle down effect in the over arching meta. If its allowed to live it will get more and more common if its allowed to thrive. It is a very degenerate strategy anyways you should be allowed to zone out of key and swap specs and dungeon should promote enough healing that it is feasible.
All of your takes are bad and i dont have the time to show you how youre wrong on all of them so im just going to touch on 2 things with 2 parts each

ok cool and what am i suppose to do when you dont use your defensive? leave the key? why does my role only exist after you pass/fail the boss? Is that good design? Why do you want every mechanic to be did you hit defensive or not?
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85% of the key is outside of boss encounters where one shots arent really existing. Thats 85% youre supposed to be doing your healing thing.
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i never claimed every encounter should be based around using a defensive. And you, and the other 95% of the player base do not play at a level where this becomes a concern

not making every damage event require defensive makes it so healers have more consistent damage to heal
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outside of boss fights, 1 shots really do not exist. Even in 19 keys, eating a fireball without a defensive up isnt enough to 1 shot folks
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youre advocating for the removal of m+ and infinite scaling beyond your comfort zone. Due to the nature of m+, you hit a point where using your defensives in every encounter INCREASES your agency. Everyone doing their job correctly helps you do your job more.

Ive been giving tons of feedback all over the forums, Content Creators, If you know another way share feedback please let me know.
There isn’t, sad to say. The feedback community is not us. No Dev reads these posts and if he or she replied, they’d be flooded with a thousand responses. It would be ugly.
There doesn’t seem to be an answer for you and me and it is galling to us when a Blue Post shows up saying, “We’ve heard your feedback” because it is a lie.

All of your takes are bad and i dont have the time to show you how youre wrong on all of them so im just going to touch on 2 things with 2 parts each
Im glad we finally agree on something cause I would say the same thing about your takes.

- 85% of the key is outside of boss encounters where one shots arent really existing. Thats 85% youre supposed to be doing your healing thing.
- i never claimed every encounter should be based around using a defensive. And you, and the other 95% of the player base do not play at a level where this becomes a concern
so 85% of my healing is suppose to be occuring where mobs dont dont cast because we just performed Chaos Nova, Sigil of chains, Sigil of chains, Sigil of silence, Sigil of silence,Oppressing roar, Incap raor, Kick, Kick, Kick, Kick, Fear, Knockback 1, Knockback 2. Oh looks like the mob didnt get a cast off… nearly zero damage occured.
you may not have directly said it but it was what you implied. To say there isn’t trash that will 1 shot you if you don’t perform accurate stops is just ignorant.
Again I go back to the philosophy and design of dungeons needs to change because the idea of there something to heal when you can perform litterally 20 stops in a row on pack and using 2-5 defensives per person. How are you ever going to design and encounter with something to heal when you can perform that many ways to prevent and reduce damage?
I honestly dont believe you are capable of looking at dungeon design in a macro perspective. There is so much more possibility if a pruning happened and game was slowed down.

- outside of boss fights, 1 shots really do not exist. Even in 19 keys, eating a fireball without a defensive up isnt enough to 1 shot folks
- youre advocating for the removal of m+ and infinite scaling beyond your comfort zone. Due to the nature of m+, you hit a point where using your defensives in every encounter INCREASES your agency. Everyone doing their job correctly helps you do your job more.
Im not advocating for removal of M+, Im Advocating for Timer to matter again which it currently doesnt. There is nothing wrong with having longer fights and still pushing keys. to setup scaling to where it doesnt one shot people if they dont defensive number 4. It would stress kits in different ways. I am talking about improving scaling not removing scaling.
I honestly dont think you understand there is only so much to heal… Healing and incoming damage do not scale infinitely because they are ultimately faced against your hp bar only goes so high. Defensives do not increase healer agency they reduce it. I cannot control if my team mates hits an ability. So why is designing around that a good thing?

I think you misinterpreted the discussion. currently M+ only represents a very small style of mob damage profiles. Which has caused healing style in dungeons to feel very underwhelming and in some cases not require a healer.
I am not. I am asking you where else most of the content that lacks healers. We have to assume. Now we know it’s M+, according to you.
Which again, you still need healers.

M0-5 content doesnt even last a day in blizzard current gearing model.
Does not invalidate what I said. There’s no way you can out-gear ignorance and carelessness. Heal Monk tanks that don’t use their abilities properly, but are 510 in an M0. Your tune will change.

Why are you viewing it as determent? A healthy overall game should have stuff for a healer to heal. That is the whole design around a trinity game. Could it possibly cost the group time… sure but the game should be designed around such instances occurring. It such an odd take to think you want a trinity role game to not require healing.
Because it is a deterrent. I am not viewing it as a deterrent, the system views it as one. As long as healers have a finite pool of resources to use to heal, then healing damage it will always be viewed as a deterrent.
Preventing damage, whether be through stops or more damage, will always be viewed as a priority over healing damage. Blame the system.
I don’t think that a trinity role game doesn’t require healing. It does. You have that perspective, I don’t.

Why do I want mana to exist and be relevant because it provides depth to healing role, It allows the healer to make decisions to sustain that bar and treat it as it should a valuable resource. In current game model mana is non relevent. Most time healers dont even drink… why even have it in the game?
The healer isn’t the sole person in charge of that bar, the group is. You still don’t get who is responsible for that bar. Yes, the healer has to push the buttons to spend the mana on a spell or ability. The group still have the obligation to make sure that mana bar isn’t being used.
Most healers don’t drink because most content doesn’t require that much healing. Soloing, World Content, Normal dungeon, Heroic dungeons don’t and cannot by their design require massive healing input. The content needs to be accomplished by the lowest common denominator.

if you want healing to not occur then why not make the healer role more hybrid and lean into their damage capacity instead of removing it with Cantrip and trinket changes in TWW.
Back in older MMOs, healers were “hybrid” by your definition. There’s no such thing as a “pure healer” in any MMO ever.
If there was an MMO where you did nothing but spam heal spells on 90% or more casts, I want to know what that MMO was.

Again I am not referencing dragonflight dungeon and healer model as its poorly design and severely reduces the healer role to almost the level of bot. I’m referencing the overall philosophy around healing and how it should be approached from design perspective to create an overall more enjoyable experience for the healer.
If you think current model reduces you to a bot, you have no value in your own role nor self.
Spamming heal spells repetitively in an encounter is bot-like. Jumping to Stops, then needed heals for unavoidable damage, to adding some damage, then to group CC, then to shields to prevent incoming damage, is fully interactive compared to just spamming heals.
How do you know what is considered a “enjoyable experience for the healer?” You don’t. You know what you want. You should only be arguing for your perspective. You can’t speak for all healers. You certainly don’t.

you nailed it and guess what healer has very few ways to interact with that model. They get 1 min CD to prevent Damage. Maybe 30sec aoe Stop. In that light tanks and dps are healing the group more then a healer.
Please don’t tell me you’re comparing HPS between the roles. HPS is a horrible metric to measure against. HPS includes shields and self heals. So tank mitigation is going to be higher than healer heals.
Only in low level content is where healers heal more than tanks “heal.”
Also, tanks and DPS have limitations to their stops: either in quantity or quality. So don’t act like DPS and Tanks are loaded with them. DH is an exception.

The entire game needs slowed down to provide good mechanics. Currently Healthbars go up way too quickly. Damage instances are way too bursty and healthbars are way too small. Thus creating the feeling of feast or famine.
This model is not only in WoW. It’s the modern model. FF14, the “nicest” MMO that can compete with WoW has the exact same model. You want to talk about a game with no healer agency.
They’re not going to bring back the older MMO style of tanks get hit with repetitive damage and the healer has to babysit them.

There nothing wrong with healers having stops but does the mob pack need to do zero damage? So your gameplay was what? you spammed stops then spammed smite for 1k? that did 1/18th a dpses damage that pull? So you were worst 4th dps in that pull? was that fun?
your gear doesnt scale your stops it just isnt a fun experience for healers. All healers have most bland dps rotation and when they dont get to use their healing rotation it just feels bad.
Fun for me? Yes. I still “healed” by preventing damage. I did my job, I just didn’t heal damage directly, I heal unrealized damage. My HPS will not go up, but that is what I personally want.
For packs, I am spamming Holy Nova when I can, not Smite. Why use a single target spell for packs? Are you trying to be disingenuous?
That “1/18th” damage goes to the group. If that damage helps kill mobs faster, even if it is one mob, that is one mob not dealing damage nor doing something that needs to be stopped or dodge. I again healed unrealized damage.
As for bland DPS rotation: FFXIV, literally one button with you keeping up a dot. 80% or more of your GCD. Even on the Ultimate tier raids. No stops, no using castable heals unless it is super required, actual no healer agency in that game. You know nothing about bland DPS rotations.

In those older games healers made a much bigger impact on the group. We dont have buffs and debuffs… dont tell me class buffs… because those are far from balanced.
CC isnt really used in modern wow. You dont keep monsters cced in modern era wow. So that leaves damage and healing. our damage is so low that it barely impacts and blizzard is doubling down in TWW and reducing it even more. So what do healer have to do? Heal. So lets make enviroment for healing actually fun and engaging.
Correct. As I stated before, it is all streamlined, you don’t have to do that anymore.
Just spamming heals isn’t necessarily fun for everyone. It may be fun for you, but not for me. I prefer what we have today. I do not feel devalued. I am still fulfilling my role as a healer, it just doesn’t show up as HPS.

I would love to heal but blizzard has made dragonflight model so bad that i honestly dont want to play healer. It just isnt impactful to a groups success…
Stop looking at HPS and start looking at all of the unrealized damage you “healed” by stopping it by using the rest of your kit.
You will start to realize your value and impact.

Except every strategy has trickle down effect in the over arching meta. If its allowed to live it will get more and more common if its allowed to thrive. It is a very degenerate strategy anyways you should be allowed to zone out of key and swap specs and dungeon should promote enough healing that it is feasible.
Trickle down theory won’t work here. I doubt they’re going to do 4 DPS in TWW M0s. Those people who want to do it will get laughed at or crushed as the attempts failed.
Stop vaulting over rat turds about this. The general population won’t try this.