note to self: play a dps next addon. im sooo not going to take up the challenge to heal all those lfr morons with those nerfs.
Interested in how this will affect boomkins since they can throw out the occassional heal.
I want to like the healing changes but have you guys forgotten what happened at the beginning of Cataclysm? everyone dying out of silly mistakes and healers lacking healing power AND mana efficiency to keep most people alive and of course, it was no one else's fault (an annoying fact that is still happening in the game *grumbles*)...we surely don't want that to be repeated....as for giving a cast time for most instant spells, I really don't like that, at all, even if the casting time is short
I mean..as we gear up and use dozens upon dozens of hours doing the same content over and over for new gear......shouldn't the reward be being able to heal the f*ck out of everyone? Every healer starts out as blizzard just described...every single healing spell means something, every decision is important. But, as a rite of passage, and gearing up and being experienced in both your class and every single encounter, you should be allowed to be a powerful healer.
I mean..as we gear up and use dozens upon dozens of hours doing the same content over and over for new gear......shouldn't the reward be being able to heal the f*ck out of everyone? Every healer starts out as blizzard just described...every single healing spell means something, every decision is important. But, as a rite of passage, and gearing up and being experienced in both your class and every single encounter, you should be allowed to be a powerful healer.I could not agree more. In some aspects this is a nice change in my view. Granted the insta casts getting a cast time is a bit irk some however, it provides a whole new challange for those to play their classes and those who love to min/max and such if you think of it from a formulated prespective.
So does this mean fights with a lot of movement are disappearing? Because most of what I liked about healing is that I could focus on everyone's health bars and anticipate incoming damage, not having to figure out if i have enough time for every single heal I have to cast before having to move - again.
Only for healer specs.
Why fix something that isn't broken?
To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.The benefit of resilience is that it being a percentage damage reduction, it not only boosts the effective HP of a player but also the effective healing received. Larger health pools provide a linear benefit, so a 5K heal on player with a 10K health pool gives an expected 50% effective HP replenishment, while a player with 6.5K HP and 50% resilience would have the same effective HP as 10K, but the 5K heal would be an effective HP replenishment of 77%.On its own, that increase in health would make players more survivable in the world at large, so we're also increasing creature damage and the effectiveness of healing spells to balance things out. The net result of these changes is that individual attacks will knock a smaller chunk off of a player's health pool in PvP, but your survivability in PvE won't be affected.Except that it's balancing nothing out - you're buffing the HP pools and then buffing the creature damage, the net result of the changes are that they cancel each other out.The fundamental problem stems from the fact that raids rely solely on stat bloat to create the illusion of difficulty. When a raid boss has 300M HP and raid group sizes are limited to 25, it skews everything else in the game. Player damage is buffed to be able to down said boss in a reasonable amount of time, but players themselves are not scaled to withstand the same damage being dealt among players in pvp.There are smarter ways to deal with this problem:1) Make dungeon and raid bosses smarter so that they pose a challenge by requiring a group of 25 to react to a non-scripted attack. The bosses would attack more intelligently, have CC abilities that they target to specific raid members that require pve players to be more nimble and well-coordinated to win (rather than just being geared).2) Add a rallying buff, which causes players in a group to receive a buff to HP and damage based on how many members there are in the group and their proximity to each other. A 25 man raid would receive more benefit from this buff, allowing them to take on high HP bosses without having their base damage inflated. If one or more raid members die, they deal less damage and suffer decreasing HP pools, meaning that you can tune the difficulty around that - i.e. not all raiders should expect to survive.This rallying buff could also be employed in pvp as it would add a dynamic, but it could be omitted and player damage and healing would not be so out of whack.
I just don't understand the following:If classes in general are balanced, or close to a optimal balance in relation to each class.Why is it that when something does not work very well in PvP and Blizz decides to fix it, that change or fix affect also PvE. Why can't PvP and PvE more separate from eachother ? I like the idea of having a special buff when entering PvP.Just give a special buff that fixes things in pvp. Just a simple example: You get an icon in your buff bar and the tooltip says: You have entered PvP, your health has been doubled. Or all of your dmg is being reduced 50%. Something like this. Or maybe specific spells/attacks are being buffed or nerfed in pvp, but announced in a special window that has to be clicked to hide it, so that everyone can read that something changed when entering pvp (BG, Arena or world pvp or any other form of pvp, like duels). I'm not sure myself if this is a idea that could work and probably I'm number umpteen that has suggested this. And also if this is simply not working for a game like WoW then I stand corrected and respect the reasoning behind it, ofc. In short (I hope):Why is the character you play exactly the same in PvP as it is in PvE. Why not a clear seperation. When you enable PvP or go into pvp mode somehow, you get a different talent tree all filled with PvP goodnessMaybe even different abilities or spells that are not available in PvE and cater the pvp side of the game? . Anyway, just a suggestion and I stand corrected if this is not a good idea, to separate PvP from PvE. cheers.
Why can't PvP and PvE more separate from eachother ? This is something that's always driven me crazy about WoW (as much as I love it). Why do PVE mechanics get changed/nerfed to balance out PVP mechanics? Most of the time they have nothing to do with each other and end up requiring PVErs to change their entire rotation or skill usage because something in PVP was off? There's already a change in gear to differentiate the two when you decide to dedicate a lot of time to one or the other. They should use those big brains of theirs to add - as you suggest - a buff or separate toggle for when you're switching from PVE to PVP or vice versa.
I just don't understand the following:If classes in general are balanced, or close to a optimal balance in relation to each class.Why is it that when something does not work very well in PvP and Blizz decides to fix it, that change or fix affect also PvE. Why can't PvP and PvE more separate from eachother ? I like the idea of having a special buff when entering PvP.Just give a special buff that fixes things in pvp.That's really what we have now - your pvp damage is automatically cut down by 80% due to resilience, but it makes pvp feel very disconnected from the game. When you're hitting pve mobs for 150K-250K regularly then go into pvp and deal 20-50K you're like WTF is this!Blizzard said they want to keep some semblance of consistency throughout the game as to why they haven't split pve and pvp outright, and I tend to agree with that to an extent even though they haven't done a decent job of it.Between having well-defined roles vs giving all classes utility and healing abilities (like GW2), the former is definitely better. When all classes can do anything in the game, it is difficult if not impossible for a group to function cohesively, and this is why imbalances among all classes are necessary. Group events in GW2 tend to suck because nobody has any idea what to do, it's little more than a button-mash fest.Class imbalances are necessary for the game to be compelling, then they are going to be amplified whenever two "counter" classes clash, even more so if there is a gear disparity. The idea is that players assist each other by forming complimentary groups, where the classes fill each others deficits together.