Blizzard needs to stop paying attention to the "Passive healer" idiots who think the Healer role exists entirely to just fill the groups HP bars. Those who complained they needed to DPS during Shadowlands were the biggest examples of these types of idiots who actively made the game worse for others. The Damage is now Spikey, people feel like they have zero agency unless they're getting pocket watched by the healer or a meta tank pick and it just feels horrible for everyone.
The healing nerf and health buff was intended to fix that any then everyone cried and whined and slowly bluzz has buffed many healers so it's moot.
I'm masochistic enough to still enjoy playing a holy priest after all of these years. It's all I know. It's all I do. It's all I'll ever want to do. I can easily say I'm having fun this expansion, but I think my idea of "fun" is a bit screwy :]I thrive in the stress, in the absolute chaos of healing. I love the responsibility of keeping everyone safe and cleaning up the worst screw-ups. Dps can be dog-poop terrible at avoiding the avoidable and I honestly find satisfaction in fixing their mistakes. Tanks can hyper-pull and I instantly start reacting in ways to keep them healthy and maintain a steady mana pool. I know many don't look at the role this way. I think I'm just used to the abuse by now, having played the same character for 16 years.
yall need to get good lul. been pushing 20s and healing is the most fun ever
As someone that actually only started playing again this season, leaving in Shadowlands S1 due to a stale M+ and raiding meta, I'm not really sure my opinion is as needed as people that have played since DF S1. With this in mind though, Enjoying this meta a lot more as a tank main, especially with the new affixes; however, I'm always looking at the healers wondering how much stress it must be for a tank to walk in, pull half the dungeon (healers having to run after them or risk not being there when the groups are together) attempting to dps while twiddling their thumbs (maybe deal with afflicted) then all of a sudden a few frontals and casts from the mobs get through without stuns or knocks and 2dps are dead and 1 with like 5% health. I feel second-hand panic for them, and it even sometimes makes me anxious. Something deffs needs to be done about it.
Just heal /facepalm
It's not really a fair comparison between the damage patterns of CN vs Aberrus.In CN every guild stacked damage mitigation classes like 2x Disc Priests using Spirit Shell, Holy Paladins with Devo Aura, and Resto Shamans Spirit Link. You could mitigate half the damage of boss mechanics in CN and it was mostly bursty boss patterns. This made Resto Druids, Mistweavers, and Holy Priests not even wanted for CE guilds. M+ was way more chill to heal and there wasn't really any healing intensive fights like we have now.The damage patterns this expansion have been rot based auras with some fights that burst the raid for 50-80% of their hp bar. Healers feel too strong for those fights because you can basically heal the group up in seconds. There hasn't been a single 5 healer fight this raid tier. It's a combination of every new patch adding new talents and getting better gear.For M+ it's a different story. Season 1 dungeons like RLP and TJS were just hell to heal with half the dungeon being full of non-stop trash pulls that did AOE damage. There were many bosses that had to be nerfed because of how intense they were to heal. Healing compared to Shadowlands overall felt way harder.Season 2 M+ bosses are probably the most intense ones we've had in a while. The trash in NL hit WAY too hard. The pelters and scorpions at the end hit harder than some of the bosses.So the short version is DF raid healing feels too easy while M+ healing feels way too hard.
this thread exists for literally every expansionhealing is never fun
i have healed since vanilla and i prefer following changes for healing to be enjoyable in all content:- nerf the healing from everyone(dps/tanks only the healing to others should be reduced)- remove burstdmg/spikydmg events that would kill someone in dungeons and raids when not topped in 5 to 10 seconds and add more light dmg - remove in dungeons healer punishing mechanics/spells, bring abilities that do light dmg but reduce the dmg done when not interrupted- make healing cooldowns heal lesser in raids they shouldnt be fire and forget and there are to many, playing a spreadsheet bot is not fun and being a cd bot is also not fun as a healer- remade healings cooldowns to be something like yulon from mistweaver or ascendance from resto shaman so you need to invest mana for it to be good, they shouldnt be fire and forget(not a fan of powerfull press 1 button thats it healing cooldowns- remove dmg reduce cooldowns like disc bubble from healers and give them to tanks- give us active mana regg back(doing dmg also gives mana back =feels rewarding even for those who hate doing dmg as a healer)- reduce our dmg done in raids and dungeons and in case for healers who deal dmg to heal reduce the dmg aspect of it and increase the healing % of it (for outer world content increase the dmg of healers in the open world like you did with healing cooldowns in group content + as soon as someone turns warmode on this buff disappears)
Healing isn't fun because bears just out heal the healer.
Punishing content creates gatekeeping, gatekeeping creates metas, metas kill role/class fantasy. Wasting 30 minutes is not punishment enough for blizzard, they have to deplete your key and award you less currency.So how do people respond to this? They don't waste 30 minutes, they leave the key <5 minutes in at the first sign of anything going wrong, which shifts the entirety of the punishment on the key holder. How do keyholders respond to this? They gatekeep, so instead of wasting 30 minutes or 5 minutes and a key level they waste 40 minutes waiting for whatever is meta to sign up. How do people who don't play what's meta respond? They ask blizzard for changes and the meta will always overshadow how fun a class/role could be.My solution? Stop punishing. Yes, full stop. Let people pick their key, affix and key level. Everyone who ever played tournament realm will tell you that version of M+ is a ton more fun.
If I could just be a healer and not also have to DPS in every healing spec, maybe I would be a healer again. Why is every healing spec a hybrid role now? It's nonsense.
Punishing content creates gatekeeping. Gatekeeping creates metas. Metas kill class/role fantasy.Wasting 30 minutes of your time is not punishment enough for Blizzard, they have to deplete your key and give you less currency on top.How do people respond to this? They leave 5 minutes in at the first $%^& up so the entire punishment is awarded to the key holder.How do key holders respond to this? They gatekeep and instead of wasting 5-30 minutes and a key they waste 40 minutes waiting for the meta to sign up, then wasting 5-30 min and a key anyway.How do people who aren't playing the meta respond? They ask blizzard for changes because the meta will always come before fantasy and fun gameplay and blizzard responds making the meta classes less fun and the game gets less fun.My solution? Stop punishing. Yes. Full stop. Let people pick the key, the key level and affix every week, every day every time they feel like it let them play exactly the key+level+affix combination they desire. Everyone who ever played the tournament realm will tell you that M+ system is magnitudes more fun than the live version. Will people run the easiest one and call it a day? Good, Let them. When the reward is gone and all that's left is the content standing on its own two legs you will see exactly how good it is and improve accordingly, until you get people playing it because it's enjoyable to do so over x number go up makes dopamine go up. What's that? This creates non-optimal engagement metric outcome? Great, admit to it. Say that's the reason. Don't blame players for how they play the game you make with fun as an afterthought, a back seat to money.
I thought the raid damage comparisons between this expansion and last are interesting because despite the spiky nature of the damage, I find this expansion's raiding a lot easier and way more fun. That's probably because the boss mechanics scale better with smaller group sizes, but I guess the stronger healing is also contributing. The spikes are certainly there and swiftly mended compared to a longer time healing up health bars in last expansion. I do notice the spike damage in M+ and feel for healers trying to deal with it. Those weeks when bosses are buffed and do crazy amounts of damage for so long are tough but so are the weeks when trash is buffed and you have disc tossers and other plain evil trash packs that target one person and mow them down. It's almost too much for pug groups who don't coordinate trying to interrupt or have cc or stuns. It certainly feels like certain classes are at a disadvantage over others which also doesn't help. I'm sure many really good healers enjoy the challenge, but I'm seeing stress with average healers who are good enough in raids but are struggling in M+. I don't want them to burn out and quit which leaves the rest of us even shorter on healers. I'm not sure what's the answer to making healing more fun, but I would definitely be in favor of toning down the spike damage from M+ bosses and certain trash packs, especially the weeks they are buffed.
You can say you enjoy healing the way it is currently all you want but it doesnt change the fact that the change has caused a significant portion of healer population to quit the game or switch roles. The results are:1. Very long queue.2. The role that served as a life saver for its entirety of its existance in WoW is no longer that.3. Discouraging new players to play it.4. Encouraging players to play only healers that can handle spikey damage.5. Encouraging players to pick only those healers if they want to time keys.6. Discouraging players from playing more m+.7. Making aug evoker mandatory after a certain level.8. Making off-healing more appealing therefore classes like DK, Warlock, Rogue, Monk, Warrior, Hunter, DH have added more reasons to be ignored in favor of Shamans, Druids and Shadow Priest. In order to have fun with the pulls you need one of these 3 even if you dont play meta comp.There are more, and arguably you can make less steps because some of them are the same problem in fact but I dont want to give it any more thought. I just hate feelings squishier than a Mage, as a Warlock. Soul leech made us tanky but soul leech is not good against spiked damage and Soul Link has been split into 3 talent points and even then it is a nerfed form because to get the old Soul Link is to stay at/under 35%. Yes, we have 2 healing sources and Dark Pact, and a 25%/40% dmg reduction cd but none of that helps in the face of spikey damage. Spiked damage renders Soul Leech useless, Dark Pact to be gobbled like deez nutz, and MC and Healthstone healing to disappear in a blink of an eye. Frankly speaking if Aff wouldnt be weaker than Demo and Destro in m+ it would be the new default spec because it is the tankiest spec out of the 3 due to its healing through Siphon Life.Also, I have a monk alt. I play all 3 roles with it and reached 2.5k RIO at this point and the score split among all 3 roles are pretty much even, give or take 10-20 difference between tank/dps/heal. The healing is the most stressful, the most unrewarding and I dont want to play healing anymore but my brain is wired to be a pragmatic player and play whatever a party needs if I want to do m+. I am sick of having miniheart attacks and having everyone's health bar twerk worse than a BDK. I am sick of mechanics that makes me go out of meele range where I need to be to provide continous healing because of mechanics and when I go my mana bar is: one blink (of an eye)= 70%, two blinks = 50%, third blink = 10% mana. I dont even want to talk about what happens if Rira Hackclaw targets you (alot of the times twice or thrice in a row) while Gashtooth does Gash Frenzy. Yes, you can cast TFT+EF but it is not enough for either Fortified or Tyrannical and even if you panick and use Revival it is not enough on Tyrannical. The bleed just gobbles up Revival. So, what can you do when you cant heal effectively? Very little. Stutter stepping healing. Just to not people die from the bleed but that goes to the mana bar scenario I pointed out above. Ofcourse, this is an extreme example but it is the first encounter and it is what breaks a key, and it is what sets the mood for the rest of your gameplay time. It encourages you to not want to heal. I think last week (Tyrannical) I had Rira Hackclaw target me 4 times in a row, and, ofcourse 2 out of the 3 dps died because I RAN OUT OF MANA (despite using the pot, too). I COULDNT GAIN MANA BY USING BLACKOUT KICK AND I COULDNT HEAL HOW A FISTWEAVER HEALS: THROUGH DAMAGE. One died because he was focused by Gashtooth and Life Cocoon was on cd while the other died due to the bleed. It didnt matter I spot healed him the bleed tick ate that much healing.So, yeah, I am done doing m+ as a healer. I would rather wait an eternity on my main lifting my dumbells, reading books (I highly recommend reading Asimov's Foundation serie of books, absolutely fantastic), rewatching an episode or two of The Wire, play with my cat, if 1 dungeon run is completed, I am happy for the day.