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This healing thing is so hard to balance. From Classic to Dragonflight, World of Warcraft to Final Fantasy XIV, healing can be a slippery slope to balance both the hardcore and casual player bases. And in this video I cross examine the issues and benefits of the different styles of healing!
ALSO I’m nominated for the MMOawards, if you wanna vote for me use this link! Enter my name as “Bowser the Healer”! The awards I am nominated for are the “Sprout” award and “Valkyrie” award!
*~Sources~*
(Music) The Jazzhop Cafe @TheJazzHopCafe
*~Socials~*
My Discord – https://discord.gg/SdjqzHm4VR
Twitch – BowserTheHealer
BlueSky – @bowseraurelion.bsky.social
Twitter – x45x
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Hey Bowser, I really like your Vids and your attitude how you bring you messages! Really really good work all of your vids! Keep it up! 🙂 Greetings from GER. 🙂
About the topic. I came back to S4 from a 3 Years WoW break as a Healer (Shaman and Evoker). I really enjoying to be challenge to keep my group alive and to do dmg. So first time I played a hard dungeon and I did over 100k dps overall I was really hyped. 🙂 So im with you. You dont have to do dmg, but this is the space where you can grow as a healer. When you realize, you can keep the group alive and have time, you use it do to dmg.
Hey Bowser, thanks for the vid (luv these discussion vids) and grats on your nomination. Great points about balancing, especially when it comes to pro grps vs entry lvl grps. A few things that still bother me.
1) Season 1 of DF, holy priest was so bad that I was often outhealed by our tanks. When another role performs your role better than you do, that just feels bad.
2) Mana, either mana is a thing or it isn't. It feels really bad to get to the last 20% of a fight with 5% mana struggling to make it work, meanwhile healer X is at 60% and is casting their spells almost indiscrimmintantly.
3) Correct me if I'm wrong- but… it seems like Tanks and DPS are given greater freedom to be uber- Tanks can be powerful (randomTankXsolosRaidbossYfor30%) and DPS are allowed to be powerful(mob X dies before I finish my cast), but when healers are powerful the content becomes trivial. While I'm not saying that it's not true, it just seems like it's ok for Tanks/DPS to be OP but if healers are it's an issue.
I started in classic, so my thinking could just be nostalgia. However, I really enjoyed being special in that, for the most part, I was the only one that could heal during combat. So even though I'm squishy and I can't kill things, I felt needed/wanted (I daresay appreciated) in group content, essential. I feel much superfluous now. Hoping there is a way to make healers more relevant without relying on a strong damage profile.
thanks for letting me be a keyboard warrior 😛
Congrats on nomination! Voted! 🙂
grats on the nominations my friend, you know I voted for you in both!
and loved the video, one of the things I've found as someone who healed on Holy Paladin raiding during WoTLK (never again, you can't make me go back) was that not having things to do outside of spamming a few heal buttons stinks. Monk and Druid are the two healers I've enjoyed the most in DF because they both have interesting buttons and things to do outside of just pressing their healing cooldowns. being able to fistweave to heal while focusing on doing some damage is a fun way to get a bit of both worlds, and a balance I really enjoy. Cat weaving or Boom weaving while throwing out DoTs and heals as a Druid feels dynamic and fun once you get the hang of when to press what buttons. I feel like finding that balance is incredibly important to making healing feel fun and rewarding, which is really what the goal should be. if I run a key and don't have a "lot" to heal because my team is handling mechanics well or geared strongly and things are just dying fast, I'm not bothered that I don't have to press healing CDs, I just try to enjoy whatever damage I'm pulling off. and if your group is bad and you have this big moments where you are saving everyone in a perfect spot, or preventing a death, or using CC at just the right moment to down a boss or tough mob, those moments are super rewarding as well. finding a balance between those two types of moments is super important, and I think DF has mainly done a good job of it, so I'm hopeful that by the time TWW launches they don't revert back to patterns that are less rewarding and less dynamic. I do think the overall nerfs to self healing for DPS and nerfs to things like Leech will give healers more to do in the actual healing department, which might take away some of those fun damage moments, but as long as it's keeping you engaged in what you're doing I think that's still fine as well.
can't wait for TWW!
I'm a simple man: I see a Bowser video, I press like!