You know, because it already was so incredibly easy to heal as holy priest, after they nerfed the crap out of it in MoP. We only had a very small number of instant cast and no 'smart' heals that heal automatically or what have you. So now they're making the few spells we had that were instant have a cast time? You know, because I've not had any struggles with mana, ever, the solution is definitely to make priest spells cost more and heal less. Well done!
Haven't they pretty much said this exact thing with every single expansion since WotLK?
Well spellcasters have to actually fakecast to get interrupt instead of instacasting everything. This will distinguish good healers from bad ones even more.
Can we have a cast time of 5 secs on a Renew? Priests are too OP!
So basically healers will be nerved for movement heavy fights (which Blizz seems to love lately)...no instant cast spells means more deaths in those bosses that require almost constant movement....not too happy with that.
Didnt they try something like this in cata and people freaked out?
I'm not sure about the cast times on heals yet, as supposedly we're supposed to see a big change in gameplay (less CC, less burst) which would mean we have more opportunities to stand still. That might actually be a good thing.Ironically my big concern in this post was talking about upping world mob damage. It's fine for most classes, but non-tank monks and rogues were kind of squishy this expansion. More health pools are nice but those two classes are going to need to be buffed more than average or this could become a real problem. Already they're the two least popular classes in the game, and since monks bring raid utility (bye bye Tricks of the Trade ;_; ) I think the common factor is difficulty in leveling and not utility (also monks are pretty good in PVP atm so that's not the reason either).Also, since we're fiddling with hybrids could priests and druids get a glyph that turns their silence into a 24-second-cooldown interrupt? Sometimes a silence on a long timer just doesn't cut it...
"interactive, interesting, efficiency, dynamic, engaging"At the start of a new expansion this is always the wording used and we are told to "trust us". So let's get down to what will happen imho.WoD will release, healing will change too much and people won't like it. (Even if it is better) Less healers on each server will cause forum rants.Heals will be buffed and one certain healing class will stand out and more "balancing" will ensue.I like the changes and won't judge till I've tried healing again, but I'd just like to say they shouldn't change up too much. It's been from Cata that they said people won't always be at 100% HP during fights, but that never happened as far as I've seen.
Blizzard you suck. Sincerely, an Uplift Happy Monk
Anyone know what they smoking? I need some rest for my head too.
I see a lot of changes that simply mean more opportunities for the bad DPS (making up 90% of WoW's current toxic playerbase) to blame healers for their own avoidable deaths.
1.5 seconds is an eternity in current game design when everyone can move out of range in the literal blink of an eye during your average boss encounter. I have a Priest and the changes remind me of early Cataclysm when Disc became a mascot spec. I also have a Hunter main and I am not excited by the prospect of being a mobile dps stressing out every healer because I disengage so much around the place trying to triage everybody with crappy cast timed heals and blowing cooldowns when they shouldn't have to. This, along with active mitigation for tanks being the standard, does not promise a healthy start to WoD. Consider this; part of the overall problem at the start of Cataclysm wasn't just the healing changes. It was the playerbase who had gotten used to the game design. The talent tree system was a welcome overhaul along with other fundamental class changes but these sweeping, groundbreaking changes are getting out of hand when they do not fit the end game meta for movement, utility and awareness being the key components to being a good raider. Playing a healer meant getting blamed for group wipes on trash because no one had bothered to read up on all the changes or learn how to adapt. Then Blizzard did an U-turn later on anyway.Now we look like we are facing more of the same kind of stunted thinking for WoD which was looking to be a really good sounding expansion. I admit, a lot of these changes sound great but a lot of the changes seem to be because half the time people in PvP were being stunned or mezzed to death, or people were so bad they didn't try to interrupt healers and kept trying to nuke them down and Blizzard, instead of tackling the issue of some players just being bad at PvP when there's no in game guides or easy starting points to learn the basics, had opted for sweeping changes to turning healers into glorified totems. Some control abilities are being toned down or removed but let's be honest here; the game will still revolve around certain classes at any point of an expansion having too much of at least two of the following attributes compared to other classes; a) damage b) healing c) control / utility d) buff stacking. So we get a simplified, more boring game but with the same base problems that have affected the PvP balance.I am generally unimpressed by some of the changes, as they are blatant design flaws. Level 90 Priest talents all with a cast time, you say? I hear Shadowpriests needed that dps nerf. Disarm removed? Shadowpriests didn't need that either against melee, not with instant casts being removed. That's just one spec, and I don't play Shadow. The problems are glaringly obvious to me and the more I read into it, the more I see, and this whole twitter thing doesn't do enough to make a coherent forum or blog to address all the issues being raised. There's too much in between the lines.
Losing a ton of instant casts but Disc is getting Holy Nova exclusively.That 10 yard range PBAoE heal will be incredibly useful in PvP and PvE when nine times out of ten, people are more spread than the legs of a teenage nubile girl after her first crush plays a song written for her on his electric guitar. This tells me to be wary of the next expansion and not to get my hopes up too much.
I don't care about any of the other changes they're making, because I know for a fact that giving cast times to PoM, WoG and WG is going to feel unbelievably awkward and clunky for me. I didn't think it was possible, but these changes sound WORSE than the changes made in Cataclysm. Why does Blizzard constantly feel the need to nerf healers to balance the game? Even as a hardcore PvP player myself, I don't see the need for these changes. I'm actually with the PvE people on this one. Yeah, the amount of CC in the game is a bit ridiculous ATM, but other than that, PvP is more balanced now as it's ever been, IMO. (And I say that as someone who's PvPed as a DPS AND healer more or less continuously since late BC.) Healers are OP sometimes in PvP, but only if they're good. Any good player playing any class is going to seem OP to a bad to average player. Bad to average healers are just as balanced as they should be. Ditto with DPS. But, as usual, Blizzard is using a sledgehammer to fix a problem that could just as easily be solved with a screwdriver. Combined with the higher difficulty in WoD 5-mans, I can't help but feel like this is just going to be a repeat of Cataclysm, if not worse: healers unsubbing or respeccing en masse, 45-minute DPS queues for 5-mans, and I don't even want to think about LFR queues. The more I hear about this expansion, the more I feel like I just want to sit this one out. My game time ran out a day or so ago, and while I was tempted to renew it at first, I have virtually no desire to do so after hearing these changes. Maybe I'll come back at the end of the expansion, after they realize their mistake (again) and hopefully undo some of these ridiculous changes.
I have a feeling we'll be seeing 10 dk raids ... I can see it now, blood dks more effective at healing than all healers
Maybe I'm missing something, but do the Crit nerfs affect the Crit damage all spells do? Or just spells against players? Because if it is all, which would make sense with the wording, it would drastically lower the dps of Fire and Frost mages. I mean, half of our damage (roughly) comes from crits. Since Crits would be nerf'd to only 75% of their efficiency, wouldn't that mean mages would lose approximately 12.5% of their dps totals (25% decrease, multiplied into 50% of total damage)? Since mages are a top-tier damage class, wouldn't losing that damage and reducing our singular bubble and heal effect make us practically useless? I'm not even concerned with the PvP side of things. I feel like I would have a terrible time soloing any PvE or quest content if that were the case. If I'm wrong, someone please point it outEdit: And nevermind. Found my own answer. It's only against players.
Everyone complaining that cast times on heals will make them worse off with Thok, Pandaria Gold Challenge Modes, etc, need to understand that WoD fights will be tuned for WoD classes. It doesn't and won't ever matter whether the WoD version of your class can still do Thok at 90 or not, because nobody will be.Blizzard devs have said repeatedly that WoD raid mechanics will take all the various class changes into consideration, but this should go without saying. They're not going to tune WoD fights specifically for vanilla rogues and BC paladins either.
really i would prefer if PVP were faster-paced than it is now... this would appear to slow it down even more. not sure if I'm happy about it.