I'm... I'm sorry, what? Halo and Divine Star are getting cast times?Blizzard, Shadow is stuck in place enough already, we really don't need to deal with this. Especially in a fight like Thok where Divine Star is the only useful contribution we can reliably make without getting interrupted.Great! They're taking even MORE mobility away from Shadow Priests! Good bye three global cooldowns for movement, hello two.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.None of those things will apply to shadow priests. Only to healer priests. Much like how Word of Glory and Eternal Flame will only have a cast time on Holy spec.Source:Cascade, Divine Star, and Halo now each have a 1.5-second cast time when specced Holy or Discipline, while remaining instant cast for Shadow.
My problem is that I usually run melee, and to have more damage from creatures without a healer nearby is going to suck. How about upping the damage for warriors?
I like the direction this game is taking since the new game dev came in. In a perfect world i would like raid finder to drop less than dungeons, dungeons to still be relatively challenging after being geared and that people could start raiding when equipped appropriately from dungeons or justice gear, sort of like it was back in wotlk.I mean, valor points gear gives less ilvl than lfr, in such a way you are somehow forced to go to raid finder, and since valor gear is no longer appealing we gotta have some sort of valor point sink which is gear upgrade (which i personally dislike since it's not so impactful to feel personally rewarding to have the item upgraded but at the same time it's impactful enough that you can't really go without it).
if you are a ret pally, outside of WoG or eternal flame, you should have no healing spells. same for boomies, eles enhance ectthe idea behind enhancement shamans were in PvE they didnt do as much damage as other classes; but they made up for it with potential heals -- meaning they could outlast the enemy. When the Fixed mana pools came about, i couldnt even USE my enhancement shaman because i wasnt used to no mana for necessary self-heals until i had a decent stack of Maelstrom. Thats, however, what gives the class its flavor. not the highest damage, (decent, but not top) but good survivability from healing. without the self-healing nature, we might as well make rogues, monks, shammies, feral druids and basically every melee class the same class. even rogues have self heals now. mitigate healing where necessary, but ONLY where necessary as seen from the perspective of one who has (and does) play the class in question.ALSOa huge and obvious thing that evidently isnt so obvious; dont punish pve'ers OR pvp'ers to try and balance out the other. Disc priests and our absorb/mitigation spells were great, maybe even necessary in pve, but in pvp the only way you were gonna down a disc priest in a low level battleground was with Half the Team, or a Shammy with Purge. reducing it reduces pve effectiveness, and leaving it unbalances pvp. (as an example) ive always thought it made more sense to rollout a few spec-specific buffs and debuffs once you entered into a battleground, to eliminate the pvp vs pve argument entirely.Finally; the latest world-buff: Scaling all enchants with level for Boa Gear. sounds cool, right? Well, for a new player (and wow seems to be all about new players these days) and even for one that doesnt have enchants/boas, it can be a little daunting to face off against a paladin, for example, that has self heals, ridiculously damaging weapon buffs, and almost 35k health in a low level dungeon (i think i had MAYBE a third of that at 10k) basically, no way am i gonna be able to kill him. it wouldnt even be fun to try. if i fight that guy, im dead. sure, its fun to walk around as a raid-boss in a low level dungeon, but it does get ridiculous when theyre your opponents. what of all this "Balance" talk?WoD looks good, i hope they add the HELL out of Lore-Specific objects(more from Broxigar! he even dropped a knife but we didnt see that from cata. much disappoint)even if you make rare spawns more powerful so you need 2 or 3 people, and have them drop lore-stuff would be awesome. give it a unique scythe model and slap a famous name on it. Bonus points of its Characteristically relevant. Broxigar's Axe of Might or something, you know? Durotan's Bloodied Crescent. Heaving Decapitator of Rexxar. lots of lore-nerds out there, and our excitement only grows.....plus, with time travel, you get the ability to add a whole bunch of flavour items too...Medivh's Lost Tunic "He wondered where he put that." The Doctor's Wayward Belt (for fans of Doctor Who) Marty's Hoverboard (back to the future, anyone? use the broom mechanic, a different character stance, and a different model. boom: new mount. not even hard...i think?) Time-Turner of (blank) the Brave (Harry Potter...you know you want to) an archeology item Broken Star-Ship "i told myself i would never get caught up in one of these god-forsaken time-paradoxes!" (or something like that. Captain Janeway from Star Trek)lots of interesting possibilities. DONT MESS IT UP PLEASEEdit: i feel it necessary to note, in my Low-level pvp encounter, that i was wearing half-Boa's with no or low level enchantments. with no Boas, it is expected that my health would have been even lower, maybe as low as 6~7k. absurd.
If all these changes are coming in the pre-patch will SoO actually get indirectly buffed in difficulty?
Removing spells, putting cast time... pretty sure healing won't be more fun than before these changes. Actually, it will be the oposite, frustrating.Imagine Holy Priest with these changes healing Thok in SoO! No Divine Star! No Prayer Of Mending! Good luck and have fun.IMO, changes like that are a product of desperate attempt to balance the game in PvP and at the same time in PvE. This is because Blizzard are no willing to separate PvE from PvP.People who are happy with putting cast time on importatnt spell are those who don't play, don't care and/or have no idea how the healing works.Even with these changes Resto Druid will still be the most ridiculously OP healing class out there.Agree with Niftyality.
Healers mad they get their heals nerfed.....lawl
I am excited for many of these changes, and I hope Blizzard sticks to their guns. Some of the healing changes are reminiscent of TBC and Cataclysm, where the healer has to decide which heal is best for a given situation. There is no one-size-fits-all heal, though there will likely be an, "Oh crap! (The group just took lots of damage)" heal. I'm also glad that damage will be less spike-y. To mirror what has been said before, "Healing feels more like a race to 100%." In raids, players drop to 30-40% from one boss hit, and then the pressure is on; 'cause if the boss so much as sneezed on players without a heal, they'd die. I'm excited for the feeling of, "The rogue is at 74% health, but he's not in danger of being killed from one more hit." A healer can prioritize, evaluate which heal would be most-fitting, and go from there. This should encourage healers to know and understand every ability in his or her arsenal.I'm curious as to the fate of every class's self-heal. Like a Warrior's "Victory Rush" or "Impending Victory." It's a fantastic questing/farming ability, but with these changes, I wonder if their efficiency during end-game will be limited. I'd be okay with a limited self-heal.I'm only concerned about the "doubling" of player health. I tend to associate "player power" with the capacity of our health pools. I understand that they will be increasing creature damage to help negate the increase; but what's the problem with doubling health pools while in PvP Battlegrounds? World PvP immediately comes to mind. I'm guessing that player damage is going to be reduced to a great extent in order for this to be effective. However, without actual numbers, my concern is taking a back seat and is neither here nor there.
Imagine Holy Priest with these changes healing Thok in SoO! No Divine Star! No Prayer Of Mending! Good luck and have fun.IMO, changes like that are a product of desperate attempt to balance the game in PvP and at the same time in PvE. When these changes take place, SoO will be behind you, as Warlords will be on the horizon. They generally release the patch ~two weeks (I could wrong) prior to the release of the expansion, which means Siege of Orgrimmar will be making its way out the door. Don't fret too much :P, they're building new boss mechanics around these changes.But, that's the thing. They are trying to find a good balance between PvP and PvE. They're trying new ideas all the time in order to obtain this balance. I'm not so certain that I would call a change in direction, "desperate."
The change to the instants is a bit off, IMO. If it's just keeping the movement down, then having the base cast time be 0.5 seconds would suffice, I think.Prayer of mending getting a cast time also seems strange. It's got a decent cooldown, and it doesn't actually heal unless the target takes damage.Of course, if everything is adjusted and it all accounts for these changes, then the overall effect will be none. Just seems strange to me.
I can totally live with a lot of these changes, but some of the cast times are just silly. I could conceivably live with Halo and even Cascade having cast times, but PoM and Divine Star would just be clunky as all hell if they had cast times, especially given the holy priest PoM proc.
Patchwork, patchwork, patchwork. This will get out of control on the second tier set, like always. Not like they can't do anything about it, but the amount of QQ ensuing will be fabulous.Blizzard is a business and they are very aware they walk a razor's edge, game too easy? people leave, game too hard? people leave. I wouldn't worry too much about it, it's gonna be the same faceroll it became 2 expansions ago.
Instant cast spells given cast times? Seriously? Hope there's a plan to peel back the interrupts then or healers will likely be useless. Anyone with any recollection of BC holy paladins should be able to grasp why this is a bad idea.Yeap, it was mentioned before in Watercooler: Pruning the Garden of War, which was also mentioned in this watercooler.
So by more interactive, they mean more interaction with the 'release spirit' screen... ;-)
if you are a ret pally, outside of WoG or eternal flame, you should have no healing spells. same for boomies, eles enhance ectAnd effectively remove a Ret Paladin's role entirely from PvP? You have obviously never played on or with one that knows what they're doing, but likely against one, thus the comment. If you take away a Ret's ability to support, then they become completely useless because that's all they're good for anymore.
As a player who mains holy priest, and has player all the other healing classes.I am happy that (I am talking about pve scenario's):Shamans -> Not almost everything being auto targeting.Druids -> Will be less mobile due to having cast time. Making them more on par with other classes when it comes to interrupt mechanics and mobility.Disc priest -> Bubbles and smart heals everywhere made me to bored to play with this currently superior healing spec. (an atonement priest in my guild... auto heals every target that takes damage and gets bubbled. Making other healers fairly dipping on through put because everything gets auto-smart healed that they try and heal)Holy priests -> Get the nerf the most in the Cascade, Divine Star, and Halo and prayer of mending. These often gave a high through put with a free heal over time. This caused them to become like a secondairy big cooldown with added hot.Holy Pally's -> The holy power -> spam the instant casts did give a big through put when it came to pve.Mist weaver -> The instant cast of this made it really inferior when it came to holy priests and druids wich could be interrupted by being forced to move or an interrupt effect.Overall of-course seeing our numbers diminish feels like a nerf, but I have healed since TBC and I can say that it actually became less fun having to chain spam heals with less repercussion.Greetz, and peace.
Honestly, I don't see why people are complaining about the insta-heals no longer being instant: Personally I'm just thinking that it's great, ESPECIALLY for PVP where heals can sometimes be absurdly overpowered, and you can't do anything about it but try to DPS right through it. And it'll especially be useful at lower levels where heals can become quite ridiculous. Overall, though, I find that it's a pretty good change! But I did kinda like having the low heals like holy light, though I understand why they removed it.
Judging by the complete joke in class balance they had at the start of Mists of Pandaria, they truly have no idea what they're talking about or doing, everything now being designed around the retarded PvP which they have expressively stated that it is a side part of the game and it should not be designed around it.An example is Priests Prayer of Mending which have since 10 years been an instant cast and one of the spells that is a quick cast in a rotation. This nerf must increase the healing done and/or the amount of charges or how they behave to players or it will be extremely braindead.
THANK-YOU BLIZZARD! This has been long overdue, healing started being a problem particularly in PvP starting in Cataclysm and the whole baseline Resilience and Battle Fatigue things just made everything more wonky since they were entirely scaled around a single focal gear level. I've been suggesting for ages to just increase health pools (and nerf heals, but at the very least the health pools) so that survivability is still increased but the damage:healing ratio doesn't make players with heals invincible. This change is enough to make me reignite my subscription for WOD. Excellent work, I'm really liking the dev team's decisions for WOD from everything I've heard thus far... which is more than I can say for either Cataclysm or MOP.This has me intrigued in PvE again as well, I've found it much too easy. I'm hoping they scale up creature damage a little more than what would be exactly proportional to how it was before since everything short of heroic raids was a bit of a joke. Either way, really nice to see the return to a more simplistic base with a stable foundation, things can (hopefully) only improve from here.
Sooo, druids are screwed? Efflorescence is a giant aoe heal and most of their healing spells are instant. I wonder how they will fix resto druid.Well, according to this watercooler, the only druid instant spell getting a cast time is Wild Growth, and considering how powerful it is, that isn't a huge loss. Swiftmend will most likely remain an instant heal, plus druids will be retaining Nature's Swiftness, which can be glyphed to reduce it's CD time whenever you cast Healing Touch, and considering it seems Healing Touch might be the go to spell for a variety of occasions, the glyph will probably see even wider use than it does now. And Efflorescence will also most likely stay as it is. If anything changes with it, it'll probably be more about smart placement than anything else, or perhaps if it's glyphed (which nearly all resto druids do) giving a cast time to the mushroom or giving it a longer CD, forcing druids to give more thought to where they place it.