I like the idea of getting rid of the spike damage in PVE.... it was exhausting to have to watch player health pools and wait for someone to get spiked to 40% and have to get them back up... it'd be nice to see your raid at less than 100% and know that someone isn't going to get 2 shotted.
And those heals that rogues, warriors, dks, evocation for mages, health stones for warlocks too. Let no one get heals if they try to hit other things. /sarcasm
The fact that instant cast heals now have a cast time really concerns me. In a raid, you are usually running around in a boss fight, instant heals allowed us to keep people alive while dealing with boss mechanics. Are we going to be stuck standing in a corner now? The overall change seems like an improvement, but I'm just concerned how this is going to affect the movement of healers.
As a healer running Challenge Modes, I find instant casts to be at most neccessary to make gold. I rarely get time to position myself steadily before I can cast Regrowth or Healing Touch (for my druid) and the instant abilities makes up for that. Now Wild Growth is going to be an ability that I won't use as frequently :/
It does feel like as the game loses subscribers they are becoming less and less scared to clean up the gameplay and not make it so bland across classes and play types. I'm interested to see if they are willing to keep with this path, I'm up for trying it out.edit: I also think people worrying before they see >all< the changes at once in a life test are wasting their energy and emotions. Being able to predict how all these things interconnect without experiencing it is a herculean feat that only a few lucky people will get by sheer necessity (That is to say, if the two options are better or worse, you have a 50% chance of being right just because there are only two possibilities).
I'll reserve judgement for when I actually play it. From the sound of it though, healers aren't going to really feel much stronger throughout the expansion which feels kind of boring.As a druid healer, I don't really mind about cast time on Wild Growth, but on my alt monk, kind of sucks for Uplift. Already enough timing to deal with on Mistweavers trying to get renewing mists on as many players as possible. But now we'll have to make sure to cast uplift a couple seconds before the lowest Renewing Mists player runs out, which means we can't quickly cast an extra renewing mists then uplift to get more people in. But if they made Thunder Focus Tea make uplift instant cast that would be helpful.
Making everything have a cast time doesn't make it feel more dynamic, it makes it feel like work, extremely slow work. It means raiders are at risk of dying during any movement at all. To boot removing filler spells means healers will be standing around waiting for damage to be taken. With nothing at low cost, healing becomes a reaction game instead of a proactive game.
I'm excited about these changes and appreciate all the consideration Blizzard is giving to so many aspects of the game. This 'clean up' has been needed for a while. Bring on WoD! :)
1.5 sec cast times on pallies WoD/EF? Talk about being immobile now. Better buff our Holy Shock then.
Finally, holy cats. Healers were just way too powerful in PVP right now, for how resilient players were. I get they're not supposed to fold in half whenever they're attacked, but the amount of pressure they can pretty much ignore right now is absurd.
I'm not particularly happy about the priest level 90 talents being given a cast time. As shadow, we have too few insta-cast or castable-while-moving spells to be effective in encounters or scenarios where moving to stay out of potentially fatal damage becomes priority.
Definitely not stoked about the PoM change.. Not because I disagree with the idea behind it, it is a fairly strong smartheal.. but I really liked just popping it out last second before the pull, and refreshing it quickly and seamlessly..Granted it made for an amazing PvP tool, so I understand their reasoning...
As a raid healer, I can appreciate these changes. I would just lazily throw out some aoe/bouncing heals, with an occasional bubble to the tank during boss bursts. It was easy. Too easy. Now at long last, I'll be able to play the game instead of put it on autorotate and take a nap.
So are they getting rid of Greater Healing Wave? That is one of the main things I use :c
Love all these changes except the 1.5 sec cast times for all my priestythings. D:Yeah I was excited about the changes but when I read the line about cast times on our level 90 talents it all went away. I guess it doesn't matter that they are also used to deal damage.
healing is insanely op pvpwise atm ty blizz i hope this fixes if so perfect.
Holy Nova 10 yard range PBAoE made Disc spec only. Excellent. I will be so raid viable with Cataclysm style paper towel shield absorbs and an AE heal I can't use in any boss mechanic that requires the raid to be spread out for most of the fight. Wonderful. Fantastic.
Definitely not stoked about the PoM change.. Not because I disagree with the idea behind it, it is a fairly strong smartheal.. but I really liked just popping it out last second before the pull, and refreshing it quickly and seamlessly..Granted it made for an amazing PvP tool, so I understand their reasoning...It was one of the best designed heals in the game and is something that defines the Priest class; a versatile heal with varied uses and flexibility. With a cast time it screws up that functionality. I have never been able to save someone's life in PvP with just PoM alone; it was the PvP set bonus that helps me do that.
"Prayer of Mending now has a 1.5-second cast time."I'm done. Bye world.
Oh nice! Finally some balance in game. ( I have a holy pal )