The war on fun expands to another front. This is awful. I have very often had to drink when leveling my healers using dungeons in-between pulls. I rarely got the chance with many tanks to drink for even a full 8 seconds, but being able to top up was always nice and it just meant carrying a bit more drink for frequent use and finishing dungeons without awkwardly having to ask the whole group to stop everything for a full 20 seconds for me to top up. This is a direct attack on healers, "just play gooder" some will say, yeah nice for you to say, why not make the game harder for DPS or tanks and see how they take it? Healers almost always have very little control in any non-guild situation, it's the tanks calling the shots and the healers getting the first blame no matter what. Saying to use mana more efficiently without forcing lazy DPS who won't dodge mechanics or bad tanks to use health more efficiently and do mechanics correctly is going to be horrible for casual players like me. I grant you that you can expect good behavior and adoption to tactics among guild groups but for those of us (and we are the majority) who use LFR, LFD, pug groups, etc, this is just spit in the face. And as someone who mains a healer this may be the straw that breaks the camel's back for me. It's such a senseless, nit-picky, mean change (it doesn't affect individual encounter difficulty or anything like that, it's just punishing people who want or need to top up and want to do so quickly) and I'm tired of them tuning the game around silly stuff like offering an ounce more challenge for mythic dungeon runners. Which is I believe the same reason (excuse) they used when they broke everyone's long-running (expacs and expacs without any indication its game-breaking and it magically suddenly gets killed off with the rest of the fun thanks to Ion) ability to use engineering gliders in all instances not just current content. And don't even start on some lore excuse about it taking time to absorb. I play on an RP realm and Blizzard hasn't given more than a few chewed up bones to RPers in quite some time, the RP and lore aspect intertwining with gameplay is the absolute last thing in the minds of these devs and they've shown it repeatedly in every aspect of their design. They do what they please for reasons that please them then make up a rationale post-hoc for it.
Drinking water was always the most fun part of the game for me. I'm glad I'll get to enjoy it longer as the tank and dps don't wait for the healer and stand in the fire because moving is to hard and then wonder why they didn't get heals.
nah stop crying. its been in the beta since day 1 and its been FINE. god people love to complain...
The problem here is that they are putting more of the stress on healers for M+... one of the two roles that bear an inordinate amount of the stress anyway.Think tanks and dps are going to slow down for you to drink after getting used to pacing for the last four years? Nope. Instead, you'll just fall further and further being until mana becomes the problem. Asking for a mana break will result in toxicity. Eventually OOMing on a pull will cause problems.As many folks have said, I disagree with the way they continue to engineer and design this game in ways that *LOWER* the quality of life and make things more of a chore. It's obvious they're doing it for competitive, high-end M+ and arena. But that's a small subset of the player base that has to bear the brunt, as well. It's like making rules for NFL players and their unique competitive environment that are then enforced at high school level uniformly without consideration for different audiences.
i really like the increasing subtlety of the interactions. It's great Bliz continue to fine tune and update simple systems to give them more texture
Was there another change that I missed, or does this make Arcane Mage's endurance problems in dungeons even worse than before?
Well, off I go fishing again...
It's very disheartening to see comments disparaging other's views.This doesn't affect everyone equally. This becomes a big problem on those of us who PUG. My wife and I almost always PUG. We both play healers (among other classes). It will drastically affect my resto druid whereas it won't have much effect at all on her resto shaman.The big problem I foresee as some others have mentioned - tanks either aren't aware of mana or don't care. Mistakes happen and often times it burdens the healers more than the others. And there comes a cost to where I have to drink afterwards as I'm depleted.I'd imagine with a group you routinely run with, there is awareness and time allocated for drinking. With someone I've never run with before who is pushing for the timer? Well, there are gonna be problems and I can foresee more toxicity from this, hell just judging from the comments here.Also, I drink as soon as the fight ends. With bursting, you have to wait for the debuff to drop before you can drink, which is quite a task with tanks running full speed.So for a quality of life change, this hurts. We'll all grow accustom to the new ways, but for sure this stings for those of us who devour mana like sugar. So I'd hope that you can see that this change isn't a welcome one for healers that go through mana quickly. Will I adjust? Sure, we all will. But I really, really dislike this change and I do question if the developers think of the unintended consequences. Just another reason for folks to become more toxic in PUGs.Well, I guess I'll keep my eye on mana revitalizing trinkets now. (Apologies for the length)
Everything they have been doing lately seem aimed at slowing down m+. Should not do that by taking hits on healers, healers have it the worst in m+. Everything is aimed at making their lives miserable. They do not need this.