Why Healing DOESN'T MATTER In Shadowlands



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33 thoughts on “Why Healing DOESN'T MATTER In Shadowlands”

  1. Hey Ven I’m curious on your thoughts on removing gear from pvp and using templates so classes are the same something like guildwars2? Friends and I have just been chatting about it for a bit and since all that really matters is getting ranked for each season why really have gear in the game since the reward should be placing? Then it’s pure skill of the class at all times. Just curious your thoughts on it .

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  2. While the symptom is absolutely the unfair-feeling oneshots, their root cause is that healing is just a little too good. Often a little too instant, too reactive and just a little bit too powerful.

    I've mained Healers since Cata at this point and still refuse to play other roles in serious content, and from experience, I feel the game is the most enjoyable in that role when you cannot 2-button full heal people with instant casts.

    See, when healing becomes unreasonably high-powered, the only way to stop games going forever is by making damage unreasonably bursty.

    If I was able to do four times your DPS as HPS, for the sake of exaggeration, it does not ever matter how much DPS a 3-man group is abæe to deal. The healer will just pump through it, unless of course… He can't.
    When both teams'Healing is allowed to be just as or more powerful than the opposing team's damage, the only time games can progress is during crowd control, interrupts or line of sight.
    Problem is the more powerful that healer is compared to the DPS, the quicker that progress is erased after said crowd control ends.

    If that relationship is so out of balance that Riptide could erase all that progress with 2 GCDs, the game cannot end.

    Therefore, the progress needs to be able to result in death over the course of one crowd control/interrupt chain.
    You could rely on dampening for this and slowly allow progress to become progressively more resource-intensive to erase, but then the first several minutes of the arena are pointless.

    The best solution is to allow DPS to make that 100-0 progress in the duration of a single CC chain, perhaps even a single CC.
    That way games can end without taking 20 minutes, and healers get to Nature's Swiftness people to full health.

    But consider instead that we just slow the game down a bit.
    Nerf healing considerably, and damage less considerably (but still a major chunk), to allow progress from one go to carry over into the next. The only way they do so now is in terms of Defensive CDs used, really, but what if it wasn't reasonable to get those teammates back to full health before the next go?

    The game could naturally allow progress to rack up as you first bounce between 100-80%, then 75-55%, then 40-20% and then die from getting outplayed throughout the game, rather than just once.

    All it takes is to make healers unable to fully heal a person at 40% while he's getting wailed on by 2 guys, perhaps only getting him to sit steadily around 60% by the time the next go is ready.

    Of course, this is an exaggerated example, but it feels ass to heal when your teammate running behind a pillar results in an immediate loss, rather than just contributing to one.

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  3. This is why hpal is SO strong this xpac. The only healer that can tone the damage down to at least a healable part.

    Even then… hpal CDs are so god damn long that you can only last 3-4 minutes before the game just ends

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  4. There’s a bug when looking at an enemy Dh’s damage, where it shows the glaive toss on their demon as DPS, however…

    This is NOT true when looking at your own damage done on details – The DPS is full natty, NO tricks 100% real.

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  5. You'd think 2s would be less bursty but it's actually much worse than 3s as double DPS teams become the rule, but then as a healer you're even more screwed as your team deals significantly less damage, your main spells are 30% less effective off the start due to dampening and then you have to watch the enemy hybrid DPS outheal your goes while you struggle all game and think about how you miss having an interrupt to press.
    The first time I consider maining a DPS since MoP, and we've seen other bursty metas since. No reason to play this role at all.

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