What would you do to "fix" healing in WoW?

Tweak numbers? Design philosophy change? What?

Personally, I’d design healing in such a way that players didn’t need to interact with the player and raid frames at all. That kills immersion so much…

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Make all heals do the exact same amount of healing and everyone take the same damage from everything

Cuz healers cry if healings too hard, and healers cry is healings too hard, and healers cry if they even have to look at a damage ability

Fix heals? Buff tanks.
Fix tanks? buff DPS
Fix DPS? buff tanks.

No.

The same could be said for any class not just healing.

This is a much bigger discussion which I don’t think many people fully understand.

Increase the healing, tanks don’t need to you defensives, meanwhile trash doesn’t feel like it hits as hard as it did before.

There is a very fine line between healing, tanking, and incoming damage. Before nerfing one you have to look at all across the spectrum and how each one would be effective.

Also at some point you have to not tune around points. In mythic + I would say anything over a 10 isn’t a conversation worth having.

I’m almost 2800 on my shaman and I’ve just quit pushing but healing 12 keys isn’t crazy hard.

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remove the classes that can be healers and change it so everyone just life taps on hits and turn wow into an action rpg since more dps is more fun

Truthfully, as someone who mains healers and plays all of them minus Holy Paladin, I think we just need shorter CDs. A lot of our major skills are at least a 3 minute CD but the problem is, DPS and tanks take way more damage a lot faster than sometimes we’re able to keep up with. Some healers are better for single target and others for AoE, but when :poop: hits the fan and depending on the quality of DPS players doing their job right (this is exceptionally rare), 2-3 minutes to wait for our big heal bursts can be brutal.

I love to DPS as a healer but I’m finding it much harder to do so with the way players in general take damage. Really the only way to fix healers is for DPS and tanks to use their skills. But if their buttons don’t push out big numbers, they’re not gonna use them.

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Remove all addons from the game to make fights easier again and make sure no matter what a tank can’t get crushed in a few seconds because they sneezed.

I say give healers stronger dispels on shorter cds. Also give all of them a solid interrupt.

Not sure if my problem with healing and tanking can be fixed in wow but I love healing and tanking in ffxiv cause players are nice and won’t yell at you for doing something wrong.

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But that is a group effort and people play for loot, not social interaction nowadays.

Remove dispels from healers and put that responsibility on dps players.

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huh? no idea what kind of latin you speak.

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That would be amazing tbh. I like helping with dispels but picking between a interrupt and a dispel as a lock is dookie

Give all healers the ability to rez during battle, not after. There are 4 different healers in FFXIV, all have battle rez.

People who want wow to be social and more mmo like need to give up that time is over and been over for a long time.

In M+, healing’s either a hard carry or a wasted slot outside of “Someone actually needs to heal this mechanic” crap.

Neither are fun. Healing mechanics are not fun. RNG healing is not fun. The future progression path for healing is probably not fun.

Just make M+ 4 DPS and a tank already.

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I’d make every heal function the mouseover way by default. Kind of no reason that after 20 years so much of this game is built to make you a clicker.

Game is designed for basic competence to be some kind of “trade secret” you gain from 3rd parties but somehow 20 year vets are surprised Pikachu when nobody knows what they are doing. That’s weak.

Make Disc priests mitigate healing again like before the Legion “hybrid” change

Make most dmg slow and constant with the occasional AoE burst which would never one shot and never be followed by random extra dmg that needs immediate attention by carefully analyzing addons to see which member needs the heal in the next second or else they die.

This would require a rework of most monsters in the game because we would need more instances of dmg going on per minute, for less dmg per hit.

Also needs a reduction of healing numbers, basically 35 seconds worth of dmg taken should take 30 seconds to heal back. And this 35 seconds of dmg taken should not kill anyone. People should take a long time to die, healing this ongoing dmg should be like triage, not reflex reserve nuke.

All avoidable dmg can be one shot. Just dodge it. Assuming it’s communicated properly, which of course is not the case for everything right now.

I think this point is really important.

If a good healer can trivialize survivability for everyone else, it effectively transforms the meta into “4 DPS and 1 Healer”.

If tanks and DPS are able to keep themselves alive without the assistance of a healer, it effectively transforms the meta into “5 DPS” (unless a tank is needed because DPS can’t survive prolonged aggro on anything whereas a tank can).

If tanks and DPS have their self-healing reduced to zero, solo content suddenly becomes extremely difficult for them. Even more-so if their damage mitigation mechanics were nerfed too (like putting Rogue’s Feint on a 2 minute cooldown).

If healers deal nearly as much damage as a DPS while passively healing, the meta effectively becomes “1 Tank and 4 Healers”.

The design of what players are fighting matters too. Enrage, dispel, interrupt… not every group composition is going to be optimal for any circumstance. Individual player skill contributes to the difficulty of things as well.

Balance is a really, really complex equation.

Personally, I see the best first step as introducing “auto-targeting” or “smart-targeting” mechanics like what we see with Augmentation Evoker. Auto-targeting options would allow “bad” players to play “better” and reduce the scale of variability people experience in group content. Moving more utilities off the global cooldown would help too, though macros might need to be adjusted to prevent players from just spamming stuff all the time.

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