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 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.
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.
So by more interactive, they mean more interaction with the 'release spirit' screen... ;-)
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.