Difficulty - overtuned. Healing in M+ has never been in a such a bad state it is in this expansion. Incoming damage is extremely spiky despite the fact Blizzard claimed they don't want it to be like this. But it's nothing new that when they claim something, it going to be completely opposite of what they said. And reason for this is those unwarranted blanket 25% healer nerfs every season.
In coordinated groups / guild groups healing isn't *that* hard. It's harder than in Shadowlands for sure, but definitely doable. In pugs however it can get insanely hard, because many people don't know their classes/toolkit, don't know the dungoens/mechanics, don't care about making the healer's job easier, don't move out of %^&*, don't kick/stop, don't use consumables, etc... Pretty much every $%^&-up anyone in the group makes, the healer has to make up for. At least the affixes aren't so healer centric any more, but it feels like the pug community has gotten quite a lot worse over the last few years. The problem is, "bad" people don't know it's their fault when a key is bricked. They can't tell the difference between it being their own fault or the healer's fault when they die, and inevitebly they seek to blame others instead of themselves. And the worst part is, the community is so toxic that even if you try and help, they'll just flame / go on a tantrum and leave the group.
this season really separated the good healers from the bad ones
Holy Paladin here, healing since Legion M+. First, we should get clear to what Key Levels are Blizzard balancing around: Is it 20's, 15's or 10's?I think one the main things is that the desirable key level has increased over the last expansions - and such, we don't have a reliable way of tracking difficulty, 'cause no one would be doing 20's for gearing in Shadowlands, for instance.That said, I think Dungeons present good challenge level for 20's. However, it punishes reactive healing, you really need to know which mechanics and damage spikes are coming out so you can use cooldowns accordingly.
+ every affix is a healer affix… at least if you ask 90% of DPS or look what they do… Affix? Movement? No, I need to press pew pew buttons. In this week after 3 failed CCs (healer does 1 every spawn) I just leave the key. Most it’s after the first 3 spawns…We, as mythic raiders doing 8 20 vaults weekly, are very happy with the new upgrade changes and that it’s enough to run +16 for the vault to upgrade to 447 :) It’s not hard but it’s not much fun anymore cause all the heal checks and unavoidable damage ticks. Then they nerf much bosses but forget 3rd Halls boss damage ticks.
I decided to go disc for the first time ever this season and having not healed since the occasional altrun in cata as holy and i must say that its tough sometimes in pugs whereas coordinated groups 18 and up are a breeze to heal as people know their class and know the dungeon.The raid on the other hand is piss easy to heal
True and real
The major issue, as I rightfully pointed out when it was announced back in the day, is when they buffed Players HP as well as Mobs HP/Damage done to fix "Raids" healing problems. Which they created themselves to begin with!I said back then, it's gonna mess up Mythic Plus really bad since there's already a built-in Scaling factor that's gonna make even trash mobs start one shotting players in high keys.Blizz, as usual, didn't give a damn about M+ Scaling and tuning and turn the knob to EVERYTHING in the entire game just so they could fix "Raids" with static numbers that become easier every week as you get more gear and experience regardless of nerfs. While M+ became much harder thanks to this ridiculous unnecessary buffs to mobs in M+ settings.
Very discouraging to read for a brand new holy priest , but I have to agree on a big part of the community can be really toxic and putting the blame on anyone but themselves. Fortunately I've also seen it the total oposite from that but it is a rare something finding a friendly player in lfg . There is almost no patience if you tell a party you`re a new healer. I`m gonna stick to it tho <3
Neltharion´s lair is a prime example of how M+ is NOT supposed to be designed.... the amount of unstoppable oneshots is just staggeringly mindblowing...Pelters and Scorpions... nothing you can really do if you get targeted multiple times in a row since it hits for 300k on 22 fortified and onwards
I think I'm in jb's camp on this. It's good that there are healer checks and you're not just trying to pump DPS and handle the affixes. That said, spot healing has become an issue especially on specs that aren't traditionally great at it to begin with, and I would like for some trash to be not nerfed but adjusted to where it can't two tap someone with rocks. One shots I don't mind, if they didn't exist then most DPS wouldn't kick or dodge ever. It's the random single target damage that randomly chains onto one player and takes four or five globals to heal that feels kind of unfair sometimes.
Right at the end, LoH from a Ret was mentioned as a bad thing. It's got one of the longest CDs in the game. During wings (1/3 of the dungeon) FoL and WoG heal ok, but if everyone remained above 75% health Ret does not want to devote time and resources to healing, unnecessarily. Ret is still played by some players that remember having one of the worst times trying to survive content, making us over cautious, and the paladin class does attract those that want to help outside their main roll. Some tanks(good Prot paladins) off heal, Holy paladin want impactful damage if played with a melee style without losing healing throughput, and Ret can also do things other than Zug Zug trash and bosses. Hybrids being useful is essential or why have them?