Calm down people this isnt something that everyone can do all the time in every key on every week ! These streamers making it a bigger deal that it really is ! JB for example spends a lot of time DPSing as healer ! maybe they should start looking into dmg output for healers aswell ! (and no i dont play a paladin or any of those classes in those videos)
Healing has always been my favorite role but I don't see an issue if top end players want to and can do no healer runs.The average group is still going to need a healer. Heck when I PUG anything over 10 on my alts I usually barely have time to DPS because the average player seems to actively try to take as much damage as they possibly can. It's actually kind of amazing, I don't even know how they do it, but at least it's fun keeping them alive.
Just like in real life shenanigans, it's the 99% of player base that suffers because of the mishaps of top 1%.Healing in mid to high keys (15-20) with random pugs is NOT an easy task and that's where majority of the WoW player base is.
So people who has 3500 IO score can run a dungeon WITHOUT a healer! Awesome for them... they are in the 0.001% of players... Why write something like this that can only be accomplished by the top 1%? Cool that it can happen... doesn't apply to 99% of the player base.
This is such a stupid take, sure some of the best players can do keys with no healer, but 99.9% of the playerbase still need one. This is a non issue. Its like Rextroy soloing raid bosses back in BFA, just because he can do it doesnt mean everyone is.
When you have prot palas who can do 30-40k overall hps on a dungeon, then yeah you do not need to have a healer because thats the healing requirement for keys from 20-25.Prot paladins are absolutely busted. Try doing temple 3rd boss on tyrannical with a prot who can bubble the first, spellwarden third, and lay of hands fourth hit having your healer only need to deal with 2 healing absorbs, which by the way, is where the paladin throws in an instant 300k+ word of glory as well.I couldn't really find a way to filter groups without healers on raider.io, but I think I managed to on warcraftlogs. And as far as I can tell, there's not a single group running a no healer comp without a prot pala. So please tell me again, how this is a healer problem? And not a prot paladin, with the right talents, doing the same throughput as a healer problem?
If all mechanics become a one-shot then do you need healers? The answer is apparently no.You cant fix healers without fixing what they actually interact with "player HP".
I think the issue is being looked at from a completely backwards mentality. Strictly healing in a fantasy setting is something that has only come about as part of video games; if you go back to even AD&D, clerics did not just sit there waiting for something to heal. The unnatural thing is healers having to ONLY heal, and getting away from it is honestly a good thing.
I feel like this is being overblown. A few god tier players at the pinnacle of M+ play are doing SOME keys without a healer and now Blizz is making nerfs to prot paladin as a result. If 4 dps becomes the majority play pattern across all levels of play THEN we have a problem. Let the top end fight it out and don't %^&* up the other 99% based on what they are doing.
First of all, wowhead is not an official Blizzard news. Making a clickbaitt title is not a sin so don't be harsh on author. 95% of you barely do a 15 key for weekly vault so please, focus on topic. the thing is, on high key healer should be focusing on high aoe dmg income or hard tank spam/single target> sadly, this is not necessary in the current state of game, prot paladin could live on his own and with good combination of DPS def cd usage, people can survive most of aoe dmg and prot pal basically spamming fake lay of hands. Let's see if this nerf will be enough.
Also not enough discussion of the difference in damage taken between excellent play & average play.Because you most definitely need a healer in your average pug +16 at present.In a pug +24? Not so much... people have either learnt how to avoid damage or they're already dead.
In a fictional setup, thematic wise, healer is somebody that...keep you up when the situation is grim, the environment is harsh, etc, instead of....being the magic stone that keep people constantly top up. So in wow sense, it means that, a healer SHOULD be somebody that ferry the group through unavoidable damage, with some tool to reverse the damage of team mate's mistakes. The problem now is that, wow evolved from the homogenous time where all healers looks identical, the broad variety of playstyle means some healer spec are better than others in certain aspect WHICH MAY BE MORE BENEFICIAL in specific content of the game, such as healer that may cast faster or instant means they are either favoured in movement heavy fights, or just got more time to contribute to damage, or healer that do dps to heal means they might be favoured in dg that has lesser heal check but tight on timer. What concerning here isn't just geenerally bout healing role, but healing role in mythic plus dungeon specifically, swapping out excessive tank/healer out for more dps has been norm in raid, but generally speaking there are still not competitive raid skipping any one of these roles, so the issue really is mythic dungeon specific.So the question to increase the need for healer, should we hold on to the responsibility of surviving in a fight from DPS by increase unavoidable damage, heal check mechanic, and random target damage mechanic?Increasing unavoidable damage and heal check mechanic will means most of the responsbility of surviving in a fight comes from healer, as dps' passive sustain and cd would fall short. But to do this, it is inevitable that there would be winner and loser amongst healing spec, leading to constant tuning due to change of mythic+ landscape. For one, it's really bad to have so many spec but identical so going back to the homogenous way is a big no no.Increasing random target damage mechanic wise it further worsen the issue of RNG, but that is what separates WoW from the totally fully scripted FF14, however, it should be something as "side" mechanic instead of the main mechanic of the fight, because when a mechanic is on random roll, it tend to end up badly to players (players tend to acknowledge bad RNG more than good RNG), it also (1) encourage homogenization across DPS (everyone has to has decent sustain and reactive CD such as self healing) or there would be disparity between DPS spec representation across the board (2) discourage DPS from being responsible on their own survivability especially in pugs setup because it's all depends on RNG. There is no easy solution for these issues aside from endless tunings, but i think on a larger scale, while also evolving the game moving forward, WoW could just evolve the "healing" role into a "support" role -again, it would even make it easier for people to skip the support role - OR just merge tank and healer into "support" role, while giving DPS more ways of sustain, react, prevent, and most importantly contribute to the group's survival. On top of that, a system of "dungeon skills" could also be implemented for mythic+ dungeon, where the team or team leader get to pick a set of specific skills from a specific pools that are usable throughout the dungeon, such as Bloodlust, Battle Rez, etc. This way it would increase the participation of everyone in the group, while also minimising the favouritism of certain spec due to the utilities they bring instead of their performance. Trimming the number of players in a dungeon group from 5 to 4 would also make the "value" of each member to be more important.This....4/5 dps in a group run isnt something new, it will also not be something temporary. It is also not something that can be easily solved through tunings, in raw sense, this is the side effects of a linearly evolved product of how thing was 2 decades ago, the holy trinity, which, is ok to be scrapped now. It need big rip apart and remake anew, not just because of the graphic, but also the game ecosystem as compared to how the game world is nowadays. The holy trinity is a very basic, fundamental concept that ensure the possibility of most encounter design, but the world of gaming has evolved since, there is a reason why game like PUBG rise, because players have full participation in their own performance instead of relying on other factors (well, noob team mates will always be the worst affix ffs LOL). It is an issue that need addressing, but it is not something new, and it feels a little bit salty from the end party that bring up this issue because this issue happened on a "competitive" scene. This is an issue that WoW, an almost 20 year old game should have addressed few expansions back, instead of the sudden hyped discussion now, and the way to address it run way deeper than simply tuning the class and spec, it is the very fundamental system of the game that need revamp imo.Just my 2 cents as a healer from day 1 really, im by no mean competitive all the time but i do care, aware of what's happening and observed things happening in the game over the years to have reach such conclusion, it is by no mean correct, but i do think such thought need to be chip in to hopefully help others understand the issue and seeing it from the other point of view that may not be often addressed.
This won't happen in like 99% of M+ groups, so not an issue.
This is going to sound like a trolly question but it's not. I'm honestly curious why we keep pretending the very best players in the game are somehow representative of what the rest of us are experiencing. A handful of great players are doing trick shots and the rest of us are supposed to believe that there is any chance it will be the norm? Those of us who live that pug life can attest that healers are still very much a thing and that 'downtime' is not.
This is why Blizzard just nerfed the heck out of protection paladins Word of Glory interaction. Congrats, you 1337 players just made it harder for the rest of us to help carry our friends. :(
Naagura is right, it's prot Pala issueI rlly dont get comments from Jack and JB.this season is way more healing intense than any season before.also ppl literally do that in 1 dungeon...yes there are ppl who do it every season like Zmok for example, but that's literally 0.01% of players....