We’d like to be more consistent about what does and doesn’t trigger Water Shield. Having the shield trigger when taking direct damage, and consume an orb, is consistent with how all shaman shields work. On some encounters though, constant pulsing damage probably burns through those charges too quickly and doesn’t need to do so – that said, if you’re having to refresh Water Shield often, that also generally means that you’re getting a large amount of extra mana from all those procs that are burning through it. A situational glyph (like we have for Lightning Shield) could help with this issue, and that may be something we consider in the future.I would like to see this. Having a Water Shield that doesn't run out would be BIG for Restoration ShamansTrue AoE heals (e.g. Healing Rain) will heal pets and guardians, but will not count those units towards the AoE cap. We’d prefer for “smart” heals to prioritize players over non-players whenever possible, and we’ll continue to improve the logic on such heals until that is the case – it certainly doesn’t feel particularly satisfying to see that you’ve just delivered a critical heal to a Bloodworm. I figured as much, but it's good to have confirmation.We suspect several paladins would turn your question around and argue that it’s not that they are indispensible tank healers, but that they can’t compete against other healers for group healing. Ultimately, we think the problem is Holy Radiance. Light of Dawn is a finisher so it’s never going to be continuously available for periods of intense group healing without unshackling it from Holy Power. Holy Radiance could be changed however. Our original concept of Holy Radiance being a tool the paladin used to heal those around her never quite panned out – we had to keep bumping the range to make it a useful heal, which removed much of the positional gameplay. Currently it is potent, but fairly “fire and forget.” A paladin is never choosing not to use Holy Radiance, unless perhaps mana is very tight. A better model for Holy Radiance, and something we are considering for the next content patch, is as a cast-time spell with no cooldown that generates Holy Power (for Holy paladins at least). This would give Holy paladins an actual area-healing rotation -- Holy Radiance and Light of Dawn -- that they could use instead of the single-target heals. Currently Holy Radiance can just be layered on top of the other heals, so the paladin isn’t shifting into group-healing mode the way a shaman can focus on Chain Heal or a priest can focus on Prayer of Healing.Lower the mana cost =(.Balancing the Discipline Priest is often challenging because they can provide so much more damage prevention than the other healers. If Discipline priests had all absorb spells instead of heals, it might make them mandatory for all raids but weak when healing a 5-player dungeon. That said, replacing one of the three mainstay heals with an absorb for Disc is certainly something we’ve talked about before. It’s too big a change for the current expansion but something we’d like to explore in the future. Power Word: Shield is instant so it’s hard to build a whole rotation around that spell. If Discipline had an efficient cast-time absorb and then used Power Word: Shield more for instant healing, their toolkit would feel more fleshed out. However, players who cling to the attitude of “I’m a Disc priest; I should only shield,” aren’t really understanding our design for the class. Ditto with druids who only want to cast hots, or paladins who only want to drop heal bombs on the main tank. “I’m good at something” isn’t the same as “I only do that thing.”Maybe the Heal spell should morph create a shield instead of healing or something (through talents).We see the mindset slowly changing from the notion that anytime someone dies, it’s the healer’s fault. We agree that there could be more situations where we make it obvious that the healer couldn’t realistically save the DPS from their mistake. On the other hand, saving other characters is part of the fun of playing a healer, so we don’t want to totally remove that gameplay. We also provide many specs with sprints, self-heals and emergency buttons of their owns, so the answer shouldn’t always be unhealable damage. We also are making more and more use of mechanics where “standing in the fire” doesn’t cause damage, but causes a debuff which lowers DPS, hitting those players where it hurts the most. Finally, we are exploring more on-screen warnings for dangerous debuffs in the same way we alert you when certain class procs have gone off. We just have to be careful not to turn the default UI into an unrecognizable sound and light show.It could announce in chat that the player died from a fatal attack (as shown in the Dungeon Journal) in chat to all partied players. It won't cover every stupid mistake, but it's better than nothing.Obviously, we can’t talk about future expansions yet. What we can share is that whenever we have discussed adding a new class that can heal, the biggest question we debate is whether the healing model should be similar to the existing classes or something radically different. Something different has the potential to attract players currently burned out on healing or maybe even new healers. On the other hand, it would be much harder to balance. We know the three-heal, mana-and-Spirit based system largely works.I would like to see another potential tri-brid (or maybe even a Tank-Healer, no DPS spec). =PWhat is the reasoning behind certain classes that lack a healing spec (such as a rogue) being able to self-heal better than a dps spec of a healing class (such as a balance druid)? – Idej (NA)We gotta survive somehow. And they still can't get DPS spec self-healing right, even for non-healer classes (looking at you, Hunter self healing, Dark Succor (change), Victory Rush vs all other Warrior self healing, Mages having only one way to heal, etc).Also, in this case, I feel Rogues are pretty much an outlier in the self-healing department.What would be nice is if somehow healing classes were locked out of their stronger heals (maybe the mana cost should be way higher, and specializing healer reduces the mana cost) and give (more) other self healing through that DPS spec alone. That may or may not even it out.Even with the 4.2 changes, haste may very well be a more attractive stat for healers. We’re just trying to narrow the gap. It’s not important for all stats to be identical as long as they aren’t so far apart that you’re tempted to keep perfectly optimized gear from a previous tier instead of less perfectly optimized gear from a new tier. We want a healer to take gear with crit seriously (even if he would ultimately prefer haste) rather than passing or sharding it. We made the change mostly for itemization reasons and for any PvP vs. PvE concerns. PvP healers tend to have low crit chances anyway and we have other ways to balance healing in PvP should it become too powerful (predominantly the Mortal Strike and related debuffs).Glad to see they're trying to even out stats, but there's still scaling problems with some (non-healing, mostly) classes/specs
I have to ask, not being a healer myself, but does anyone actually enjoy this "resource management" mini-game Blizz seems intent on pushing on healers? I always figured the challenge should come from reacting to what's happening in a boss fight, not worrying whether you'll have enough mana to do your job.
Except you didn't really react to the boss fight in ICC, anymore so than anyone else. You spammed holy light on the tank, or Rejuv on the raid for four minutes. That was your job: to press the fastest healing spell over and over and over and over because you didn't need anything else.This is actually why I started playing a holy paladin in the first place. Between HoSalv, HoSac, Aura Mastery, and Divine Guardian, I felt like the only healer who pressed more than two buttons per fight.
I used to like playing the 5sr game on my priest...but it doesn't feel that way now, you don't work on keeping your mana through the whole fight...you heal like crazy like a wrath fight for a few mins then use all your cd's during a lull rather than trying to time out your heals and coordinating with other healers to give each other a slight lull to get some mana. Much like how all the healers feel a little too much alike, all the fights feel a little too much alike when it comes to how they have to be designed for them to work with the current healing model...I really think in the long run it is a mistake as it limits encounter design. That said I still like healing and I'm not stopping just because this model isn't quite spot-on for me, it's still better in alot of ways than the healing models that came before it...I'm just hoping they find more ways to improve and innovate with the next xpac :)
I have to ask, not being a healer myself, but does anyone actually enjoy this "resource management" mini-game Blizz seems intent on pushing on healers? I always figured the challenge should come from reacting to what's happening in a boss fight, not worrying whether you'll have enough mana to do your job.It is better than what it was in Wotlk, where the only thing you did was spam your big heal and hope it landed in time. There was simply too much ´whack a mole´ in wotlk.. it was all about speed of clicking and had very little thinking involved.I really liked the theory behind their new design, but I don´t think they implemented that well. First, there are still too many whack-a-mole moments, especially with dps where they simply die if you are a split second slow. But the real problem is that there are few fights and gear level interactions where your mana-conserving decisions really matter. Those moments are great, where the fight ends with you grasping for mana and you know the only reason you made it was because of your wise decisions at the beginning of the fight. But with 2 more pieces of gear, suddenly you are back to spamming your big heals and ending the fight with 50% mana. The sweet spot they were striving for was just way too fleeting, and as mentioned in the devchat, we are mostly past it... once you have so much combat regen, you stop having to worry about it because you can´t run out..... which will lead us back to the final problem.... where will be the challenge of healing? Now that they´ve mostly removed the 2 GCD tank deaths, and we are right back to where we don´t have to worry about mana that much.... I have a Disc priest and Restro shmn, and have no issues with either. I have always been disc (didn´t change from holy or anything) so I am not aware of their issues. I see enough of them to think there isn´t much of an issue though.
I have to ask, not being a healer myself, but does anyone actually enjoy this "resource management" mini-game Blizz seems intent on pushing on healers? I always figured the challenge should come from reacting to what's happening in a boss fight, not worrying whether you'll have enough mana to do your job.its actually fun, somehow it gets less important as you overgear the content, last run i did like 11K HPS on twin dracos in normal helping some guild alts and i bould not run out of mana, but for example halfus H gets the hell out of my mana in about 1 min if i dont play by the game.you may see it as this: if you where for example a fire mage, and you get a pyroblast! proc, then you use it in order to increase/maximize your DPS, now you are a healier and see the tank geting big dmg you drop big-expensive heals to keep it alive, but if the tank is 80% hp you go only with cheap heals till it drops to 60% to toss in a big one again, its a game of holding people alive with the less amount of mana posible. but for the mage it was geting the most dps with the less mana.i feel i have 0 mana issues atm in normal doungeons not a single boss makes me think of droping MTT for my mana, i only ask my guildmates if they need them for mana.
Obviously, we can’t talk about future expansions yet. What we can share is that whenever we have discussed adding a new class that can heal, the biggest question we debate is whether the healing model should be similar to the existing classes or something radically different. Something different has the potential to attract players currently burned out on healing or maybe even new healers. On the other hand, it would be much harder to balance. We know the three-heal, mana-and-Spirit based system largely works.I would like to see another potential tri-brid (or maybe even a Tank-Healer, no DPS spec). =PI was talking to a couple of guildies over Vent a long while ago about the possiblities inherent in a new base or Hero class, and I brought up the Blood Mages out of the Deadmines, with Tanking/Healing/Absorption (Think Disc priest) specs. Alternately you could toss out the Absorption for DPS, but I think my point remains.Would be interesting in terms of having a Cloth-wearing class capable of tanking with a mana pool, and instead of charging in to melee range like our current tanks do, being able to sit there and throw out Unholy damage single-target and AoE-spells and bring enemies to them. A Ranged-Tank as it were. Mitigation could be similar to a Druid's Bear Form and DKs originally, with Int/Spell Power or whatever being added into Dodge/Dodge Rating (could call it Insightful Grace? This is similar to DK's Strength in LK being added as Parry Rating) and crits creating a Shield effect (Savage Defence).I picture the healing tree as being more like a Holy Priest or maybe a Shaman, a lot of Direct Heals mixed up with some HoTs, and the DPS tree being more similar to Warlocks (Either DoT heavy or Instant would work). I think I prefer the idea of an Absorption/Damage Reflection tree though.As to the actual topic on hand, I think I found a lot of those answers better than their DPS Q&A, some of it actually insightful and such. Nice. :)
I agree about the quality of the Q&A being much better this time. Honestly I think following on the heels of the thread about how and why the AtDs weren't working out that both the devs and the community (yes shocker) actually did a better job on this one. The questions were decent and the answers were actually informative and on-topic (my biggest complaint with the previous ones were the answers where they wandered off point)So a big thumbs up to both the community and the devs on this AtD segment! :D
I have to ask, not being a healer myself, but does anyone actually enjoy this "resource management" mini-game Blizz seems intent on pushing on healers? I always figured the challenge should come from reacting to what's happening in a boss fight, not worrying whether you'll have enough mana to do your job.It separated the good healers from the bad ones. So, yes.
I only have a limited amount of experience with healing and what i have experienced so far is that the mana part is really the most interesting part of healing...Picking the right heal to use comes more naturally the more healing that one is doing, and in the end really isn't interesting after some point... Further more that really was the most satisfying AtD so far...
Holy Power is a broken resource, it's OP at low levels and situational at the level cap. I have to take a MB after every FL trash pack while the Druid helping me heal sits at 75% of his mana.