Cawlin posted:
I've only skimmed what you posted but from what I gather, I agree wholeheartedly.
Healers are probably *decent* (as opposed to "fine"
, it's the players who are freaking out over having to L2P again.
Honestly in my opinion, it's a good model. Unfortunately the healers will have to bear the brunt of it because of WOTLK habits that have to be unlearned, but otherwise it's a good model. Eventually people will L2P if only by virtue of the fact that healers will be even more scarce than tanks.
Stiff upper lip and all that Sly. Get some regular friends or guildies and run with them. CC EVERYTHING and gradually reduce CC until you find the point at which you can no longer heal the damage coming in. Seriously, this model will make everyone a better player.
slythetove posted:
Classic WoW and Burning Crusade - CC was required, and when it wasn't there the penalty was death. It was swift. It was so fast nobody (ok almost nobody) turned and blamed the healer immediately. The reason is because it was so obvious to them that everything was wrong from the beginning because they were immediately DEAD.
Wrath - Players learned to forget. They forgot CC, they forgot kill order, they forgot focus fire, and then ... well some just never knew these concepts at all.
In Cataclysm - The pull now requires CC, but they don't always know it. The pull happens, and I can tell you immediately we're going to die, because healers know the healing model does not allow them to output enough heals to keep the party alive with the damage that is coming; HOWEVER, the key difference is the tank and DPS do not recognize this! Since they live for sometimes 15 to 45 seconds they have time to watch their health slowly go down. They don't realize the healer is doing everything they can to save them because their bars never go up. They believe they've actually done their jobs, and died anyway.
Thus, they rage at the healer.
This is the current model. This is not good. This is not fun for a healer to have to explain CC and focus fire, and kill orders to people who don't to listen, and who don't understand why the healer is explaining it. Worst of all are the many times you get yelled at for trying to explain. They don't believe you. They just blame you.
This dawned on me last night when, after days of fighting uphill to heal and change, and adapt, and still not having any fun. It came to me after I did not even log in to play, because it's so not fun.
--Sly
Classic WoW and Burning Crusade - CC was required, and when it wasn't there the penalty was death. It was swift. It was so fast nobody (ok almost nobody) turned and blamed the healer immediately. The reason is because it was so obvious to them that everything was wrong from the beginning because they were immediately DEAD.
Wrath - Players learned to forget. They forgot CC, they forgot kill order, they forgot focus fire, and then ... well some just never knew these concepts at all.
In Cataclysm - The pull now requires CC, but they don't always know it. The pull happens, and I can tell you immediately we're going to die, because healers know the healing model does not allow them to output enough heals to keep the party alive with the damage that is coming; HOWEVER, the key difference is the tank and DPS do not recognize this! Since they live for sometimes 15 to 45 seconds they have time to watch their health slowly go down. They don't realize the healer is doing everything they can to save them because their bars never go up. They believe they've actually done their jobs, and died anyway.
Thus, they rage at the healer.
This is the current model. This is not good. This is not fun for a healer to have to explain CC and focus fire, and kill orders to people who don't to listen, and who don't understand why the healer is explaining it. Worst of all are the many times you get yelled at for trying to explain. They don't believe you. They just blame you.
This dawned on me last night when, after days of fighting uphill to heal and change, and adapt, and still not having any fun. It came to me after I did not even log in to play, because it's so not fun.
--Sly
I've only skimmed what you posted but from what I gather, I agree wholeheartedly.
Healers are probably *decent* (as opposed to "fine"
, it's the players who are freaking out over having to L2P again.Honestly in my opinion, it's a good model. Unfortunately the healers will have to bear the brunt of it because of WOTLK habits that have to be unlearned, but otherwise it's a good model. Eventually people will L2P if only by virtue of the fact that healers will be even more scarce than tanks.
Stiff upper lip and all that Sly. Get some regular friends or guildies and run with them. CC EVERYTHING and gradually reduce CC until you find the point at which you can no longer heal the damage coming in. Seriously, this model will make everyone a better player.
I want to agree, I do. I was excited for the theoretical model. In practice it's not working out to the stated goal as currently implemented. The issue is healing throughput is reduced dramatically (as a function of health vs incoming damage) and healers are constricted to casting 95% or more of the time their single "efficient" healing spell. To do otherwise is to drain your mana bar in under 6 casts. It's very boring and un-fulfilling. Never before have I had less choice in what to do. The priest spell Heal takes 2.2 seconds to cast and does a trivial amount of healing per cast compared to health pools. This means you just have to spam cast it. If you vary from this spell for more than a couple of global cooldowns you are punished severely ie wipes / deaths. Incoming tank damage alone is tuned right now to require nearly constant casting of this spell on the tank (after setting up your renew and getting into your chakra), and if the DPS doesn't do their job you can't save them most of the time because the tank will die if you get 2 GCDs behind.
Healing has gotten even less dynamic and even more monotonous. The theoretical model was "we want healers to make choices", but the actual implementation is "healers have no choice except to cast this one spell 95% of the time or wipe".
In PvE mana efficiency tuning will probably allow things to work, but they may or may not be fun (it remains to be seen). In PvP mana efficiency tuning doesn't solve the problem of "I have no choice but to stand here casting long spells that any monkey with an IQ over 37 can interrupt."
With "we want pvp to last longer" philosophy which I am all for, what they actually did was make healing less effective and made damage higher. This theoretical actually just worked out to "PvP is somewhat longer, but the outcome was already decided before you started if you're a healing priest - and that outcome is you lose, but it took a little longer".
I've seen some hotfixes going in already for priests, and I'm going to check them out tonight.
--Sly
-----signature-----
"a slap in the face" since 1975
85 Priest - 85 Hunter - 85 Mage - 83 Druid
81 Warlock - 80 Paladin - 80 DK
70 Rogue - 70 Warrior
85 Priest - 85 Hunter - 85 Mage - 83 Druid
81 Warlock - 80 Paladin - 80 DK
70 Rogue - 70 Warrior




ea I Ucmed for 12 days straight.."
I've never seen CC used in there.