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Author Topic: Why Does Blizzard Hate Healers? [Locked]
Vault_News  3 stars
Title: 0110011010
Be Nice to Me I'm a Bot

Posts: 982
Registered: 2005-10-18 12:53:17
Ghostcrawler posted:

Quote:

You may have heard that healing in Cataclysm is going to feel different. The role will be more challenging, particularly in terms of resource management. This won?t be news to a lot of regular forum readers, but I see enough ?why nerf healers?? concerns that I thought it was still a worthwhile topic for an inaugural developer blog.

As a blanket statement, healer mana wasn?t a big concern in Wrath of the Lich King. You could run out of mana sometimes, but it really didn?t affect your spell choice in the way it did prior to Lich King. We think resources should be important, though. A lot of gameplay in a wide variety of games comes down to managing a limited resource, whether it's Vespene Gas in an RTS, ammo in an FPS, or even time in a puzzle game. Managing your resources well makes you a better player. Not being limited by resources can feel empowering over a short period of time, but only because it feels like you?re breaking the rules. In fact you are breaking the rules, and once those short periods of time have ended, a game can quickly lose its luster. Godmode isn?t nearly as compelling in the long term as it might seem at first glance.

Now, it is true that resource management is an even bigger part of the game for healers than it is for other roles. ?Not fair!? you might be ready to cry. I used this analogy once before, and it seemed to resonate with lots of people, so I?ll use it again. Dealing damage is like a sprint. You typically want to go as fast as you can. Healing isn?t a race though -- it?s more like darts. You want to be as precise as you can. A big part of the healing gameplay is using the right tool for the right job. The resource cost of those tools is one of the things that differentiates them. Remove the resource constraint and you lose one dimension that differentiates the tools. Good healers used to pride themselves on keeping everyone standing up without running out of mana.

For a number of reasons, all of which were completely our fault, healers had too much mana regeneration in Wrath of the Lich King. Let?s look at the consequences of infinite mana for a moment.

For starters, those expensive, fast heals were never a difficult choice. Expensive doesn?t really apply in the absence of a cost, so they were just fast heals. Why wouldn?t you want to cast a fast heal? Healer gameplay became smaller because they had fewer options. Rather than choosing the right tool, everyone picked a spell such as Power Word: Shield, Flash of Light or Rejuv, and just used that spell. Over and over. We think a cornerstone of good gameplay is making interesting decisions. When your toolbox is too small (because the expensive or slow spells are immediately discarded as tools) then you are making fewer interesting decisions.

Second, since healers weren?t really running out of mana, we had to find other ways to make those raid encounters that were designed to be challenging actually challenging. That often came down to very high tank or raid damage. So now not only did healers not have much of a choice about which spell to use, but they also had to use that spell every global cooldown or risk someone dying. This made healing stressful without the reward of having made good decisions. If you healed the wrong target, hesitated for a moment, or had a laggy connection, then someone was going to die.

Third, anything that played off of mana regeneration, such as a talent, a stat like Spirit, or even a proc from a trinket, became undesirable. Furthermore, since mana wasn?t a concern, overhealing was also not a concern, and players did it with abandon. When everything is an overheal already, then stats like critical strike chance also become devalued.

Fourth, PvP balance suffered. When healers could easily heal anyone to full without fear of overhealing or running out of mana, then battles became very binary. You either killed someone or you didn?t. Nobody sat in a wounded state very long. There was no sense of a changing tide or someone coming from behind. Imagine a tennis match where the outcome of the first serve won or lost the entire match. We could have improved this situation by increasing health pools, which is exactly what we did for Cataclysm, but larger health pools with infinite mana would just make bosses feel unthreatening.

To be clear, we don?t want healers to constantly run out of mana. We want them to run out of mana when they don?t play well. And we don?t want them to always fail. But we do want them to feel good when they are challenged, and overcome those challenges to succeed. When someone is wounded, we want healers to consider whether to use a slow, efficient heal (because they aren?t in immediate threat of dying) or a fast, expensive heal (because they are). That?s called triage, and it was notably missing from the Lich King healing environment. We think triage will make healing more fun. We?re making this change not to make healers sad by nerfing them, but to make healers happy by making the game more fun for them.



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Spookysheep  4 stars
Title: Lieker of Cheese
Posts: 1,248
Registered: 2002-1-9 06:49:19
As usual Ghostcrawler is a complete moron.

He keeps saying what HE thinks healers will find fun, instead of hearing what millions of actual healers are saying they find fun.


How this guy has a job in the industry is a huge mystery.

 

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--Syrus--  3 stars
Posts: 536
Registered: 2003-12-2 15:51:47
Spookysheep posted:

As usual Ghostcrawler is a complete moron.


He keeps saying what HE thinks healers will find fun, instead of hearing what millions of actual healers are saying they find fun.


How this guy has a job in the industry is a huge mystery.



What would you find fun as a healer?

 

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Unstruck  2 stars
Posts: 260
Registered: 2004-3-24 18:59:13
I think he kind of has a point. Disc Healing (when it became viable for PvE and up until now) was a complete joke on my priest. Shield, Penance, Flash Heal, and keep mending up if there's AoE damage.

It was really a handful of spells, and while you COULD use your other healing spells, you had absolutely no need to in most cases. Encounters really did become boring. It took a bad tank or bad DPS to keep me on my toes and make an encounter exciting, and in the long run that isn't very productive, either. The tank thinks he is doing a good job (and people congratulate him for it, lol) and never really learns to play well, because the healer is doing his job so easily.

I've always been complimented on my healing ability with my Disc Priest, and I always tell them: thanks, but it's not me, it's the spec. Infinite mana and NO deaths? It's like using the game genie.

Keep in mind, this is only for 5 mans, as I don't raid much. But with regard to 5 mans, I think GC is right.

I love the Disc Spec because shields are awesome, so if they can make it a bit more challenging (in a good way) then I welcome it.

As for the other healing classes, I have no input for them. Never played them.
Talehon69  3 stars
Title: Anonymous Entity
Posts: 525
Registered: 2002-12-11 10:09:58
5mans are a joke and I can heal them as Elemental on my Shaman and still top damage. Raids are where it counts, and raid healing throughout Wrath has been pretty spikey and uncontrollable... If they're changing that, I'm all for it. Problem I see is, if Healers have to maintain their mana pools while still keeping people alive, it's going to come down to DPS not being terrible to down a boss fast enough. Which might be bad.

 

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-Spacelord-  2 stars
Posts: 281
Registered: 2000-12-18 16:59:19
I am a healer and i completely approves this. Where else can you not run out of mana without cheating?
steveC91  1 star
Posts: 81
Registered: 2003-3-28 06:34:58
I always found running out of mana stresfull
Specialy as it seems to be your fault when the group dies when you are oom

 

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Elaok  2 stars
Title: I has title now!
Posts: 404
Registered: 2003-9-10 15:57:29
having to be better at Mana management i agree with completely but i don't like how they changed the heals at all


its sh** complete s**t
Arunne  1 star
Title: The Anonymous
Posts: 177
Registered: 2003-11-3 14:11:47
Dont worry it will all get nerfed back to what it is now. When people start freaking out at healers who can't micromange well, people will stop playing healers. Then Blizzard will come back and say, well we really wanted to make it fun and challenging for healers, but we might have made it too challenging for everybody else.

 

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NukeMage  2 stars
Posts: 346
Registered: 2002-4-7 16:58:45
I think the concept is a good idea, and somewhat necessary to help balance other aspects of dungeons and raids.


However . . .


The implementation of it will probably be all sorts of whack, at least for the next six months or so.

 

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