Better PR needed by blizzard
by Liera | 18/09/2010 17:59:44![]() The healing game is changing. That in itself is enough to scare the heck out of a lot of people. Now we have a double whammy... Healing is, for the most part, being 'nerfed' from LK levels. The game play videos that are coming out are re-enforcing these sentiments, not disproving them. Want to change how the healing game works? Fine, your prerogative. Your data easily trumps our gut feelings. But you should realize that you are alienating a lot of your players with what you are doing. Cataclysm has a whole bunch of great stuff coming, a lot of hard work went into it, but I can't really see past the healing changes and nerfs as ruining my game experience. If you are so convinced it will make this game more enjoyable, you probably need to start demonstrating it real soon. |
by Ghostcrawler | 19/09/2010 06:31:32![]()
"Better game as a whole" doesn't explain anything. It's just a goal, and one that's hard to argue. Whether these changes will make a better game is a more interesting discussion.
You're fortunate if you have to triage. Many healers don't today. The typical experience is to use your fastest heal on everyone who takes any damage. You may get some amount of triage by choosing who to heal, but you won't be losing that either. If you are really choosing today which of your many heals to use, then A) you're in the minority, and B) you won't really have to relearn things for Cataclysm. You'll be ahead of the game. The Lich King game today has additional problems. Since overhealing doesn't matter, mana regen doesn't matter. Since overhealing is typical, large heals also don't matter, which means critical heals are often wasted. This makes two of the stats that appear on your gear (Spirit and crit) not attractive, which in turn makes the minigame of choosing which piece to use and how to gem and enchant them less compelling as well. If you just really think it's fun to just cast one heal over and over with no real repercussions for doing so while stacking a single stat on all your gear, then I guess I'll just have to accept that. It's hard for us to understand why you find that satisfying though.
Putricide was plenty challenging, but the challenge came from movement for the most part. We don't think the game is more fun if everyone has say 1-2 buttons and all of the challenge comes from the rigors of the encounter. To some extent, we've been forced to rely so much on movement fights because we can't challenge the healers otherwise. With their near-infinite mana pools and very fast spells, they would be able to handle a wide variety of situations without being challenged.
When we say "spammy" in this context, we mean using the same spell over and over. We're not talking about sitting around on your hands waiting for your mana to come back (and without the five second rule, that won't do much for you anyway). Think of playing a healer like a real time strategy game. In the Lich King environment, your strategy is basically to crank out infantry as fast as you can and never let up. No matter what your opponent does, your job is to counter him with infantry. It doesn't matter what kinds of units he makes or whether he's going for a fast or slow buildup. Just make infantry. If your race has upgrades that affect things other than infantry, obviously they are of no use to you and you should ignore them. Cost is largely irrelevant too, since you are making one solider over and over. In the Cataclysm environment, we want you to make a variety of units. Sometimes infantry will do the job well. Other times you may need to mix in some cavalry or siege units as well. In fact, you need to tailor what you're making to the environment. Sometimes you want cheap units. Sometimes you want expensive ones. We want you to consider your upgrades as well. Investing all of them on infantry will make less sense because you have other types of units as well. Yet you won't have enough resources so you'll have to make a decision. That is really what we're trying to get out of the new healing model: making decisions. We think players have more fun when they are making decisions. When you make the right decision based on the information available, you feel smart. When you make the wrong decision, you feel dumb, and you might cause the rest of the group to have to work harder, or even ultimately cause a wipe. Blizzard is investing a lot into this change... they must have better reasons then that! I want them to sell it! Front page headline "New Improved Healing System". If they can't do that, then maybe they should question all the hard work they are doing. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 06:33:14![]()
A better analogy would be a restaurant that offers a large menu when the customer only wants one thing every single meal. We're trying to broaden your palate. :) Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:10:10![]()
I agree with a lot of that. I have also said before that when content gets easy, the dps can still focus on trying to see just how much dps they can do. A healer can't do that. You can try to keep everyone topped off as fast as you can I suppose but at some point even that isn't too hard. Another thing healers can do though is attempt to heal the most efficiently as possible -- use the right heal for the right job and know that you never wasted a single point of mana. DPS can be about brute power, but healing is about finesse. I also just categorically reject the notion that because healers can be under a lot of stress that we should just make it very hard for them to fail. That's not going to attract anyone to the role except folks with inferiority complexes. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:12:57![]()
I think players know fun when they see it. Most players are very qualified to recognize when something is fun. Predicting ahead of time what changes will be fun requires a lot more talent (and a whole lot of luck). I don't pretend to get it right every time. I was mostly rejecting the notion that because players are reasonably successful today just spamming one heal all the time that we should just design the game around that. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:16:28![]()
It's also fine to make suggestions. Most successful places of business do care a great deal about what their customers have to say. That doesn't mean your corner cafe is being remiss just because they didn't immediately act on your suggestion to switch their special to yak. As we beat the restaurant metaphor into the ground, I'll also point out that the reason most restaurants have a variety of things on the menu is because A) folks have different tastes, B) most people get tired of eating the same thing every visit, even if they happen to love it. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:27:15![]()
For the most part, you'll still be constantly casting. We do want to buy a little bit of bandwidth though. Making decisions takes actual time (fractions of seconds perhaps, but still time). In the LK healing environment even if you had a variety of effective healing spells, by the time you looked at someone's bar, decided what heal would be most appropriate, and started to cast it, the dude could very well be dead. In Cataclysm, large health pools will keep most players up for a few hits. That gives you the opportunity to decide if someone needs a little heal or a big heal, or a slow heal or a fast heal, or if they are likely to live long enough for a powerful spell to finish its cooldown. If you use the wrong spell, the target is unlikely to die immediately, but over time you'll realize that your mana has really started to dwindle and the boss has a large health bar still left. I've said this before, but I remember when tanking back in vanilla, a priest would call out on Vent, announcing that he had a big Greater Heal being cast. Other healers might call out when they were healing someone who suddenly took a lot of unexpected damage. That kind of coordination is very hard in today's raids because you'd only get through the B in "Big heal coming," before the target would be dead. It's possible to slow down combat enough to provide room for decision making and communication without going to the extreme where healers are doing nothing for large stretches of time because they are so paranoid about running out of mana if they cast a heal that isn't at 100% efficiency or doesn't save a life at that moment. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:33:11![]()
Then you already heal Cataclysm style, and you should have a very smooth transition. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:36:37![]()
And probably more balanced than what you would do in a 5 man dungeon in Lich King. :) Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:39:27![]()
Totally. There is also a chance that some of the healers that got bored of it in LK may come back. There is a chance someone tired of their mage or warlock reads a healer thread and sees all this nuanced strategy discussion and thinks there might be something interesting there. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:42:56![]()
Let's put real names on those mounts though and see how odd that argument sounds. Us: We noticed you have these spells in your book called Regrowth, Nourish and Healing Touch and we think the game will be more fun if you use those in addition to Rejuvenation and Wild Growth. Paladins, we're going to ask you to cast both Flash of Light and Holy Light, and we'll give you 3 or 4 new heals as well. You: But I like casting nothing but Flash of Light. The game is more fun for me the fewer choices I have. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:52:38![]()
...if you ignore what is going on in the encounter and merrily press your 2 key no matter what.
...so getting more Spirit on your gear will be something potentially exciting instead of something that it just taking the place of your beloved haste.
... eh, I can't modify this one. The truth is that we'll be able to offer a wider variety of encounters because there are ways to challenge healers other than "Did you notice that one dude was about to die in the 1.5 seconds you had to save him? No? You were moving out of the slime. Sorry." P.S. Shaman have a nice ability to heal while moving now.
... because we actually put them on your trainer and in your spell book and thought you might want to see what they do.
Tanks will take less spiky damage. Consider today's healing environment without spiky damage. The tank would get clobbered. You would heal her to full. The tank would get clobbered again. You would heal her to full again. This might have taken 2% of your mana, so the fight could go on like this for a long time. We introduced spiky damage because otherwise tanks would never in fact die. In Cataclysm you actually can run out of mana, so overhealing will actually be a bad thing instead of a thing of no consequence. In this way we can challenge healers in ways other than spike damage.
This is just the "But if we made healing really, really easy, then there would be tons of healers for everyone!" argument. It falls apart when healers get bored of healing and reroll to dps. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:53:23![]()
In LK, your pony was as mighty as the elephant and as fierce as the lion and could swim like the seahorse, so there was just no need for any other mount. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 08:57:49![]()
This is one reason why we just nerfed the medium heals.
I disagree about the gheal. You won't always be able to afford its cast time and if it overheals, you're wasting mana. As I said recently (and I can't remember if it was this thread or not) there is a risk that Flash Heal, Penance and PW:S are all too similar in the fast heal niche. At least in that situation the priest will be using a different fast heal than the paladin, shaman and druid. [ Post edited by Ghostcrawler ] Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 19/09/2010 09:04:52![]()
You won't convince me that proactive HoT healing is a fun decision. If it's fun at all it's just because it's overpowered. Now if proactive HoT healing is the right call for some situations and not every situation, then beautiful. That means you're responding to the situation and thinking instead of just falling back on the solution that always works. I think your mobility and rapid response play will be fine.
That's understandable. I really do get that, and the other developers do too. We don't make these decisions lightly and we understand that they impact a lot of very real human beings. All of our decisions are ultimately based around what will be the most fun for players, but that doesn't mean they are simple decisions without a lot of subtle and difficult to foresee consequences. I hope I have been able to provide a little better explanation for the healing changes, but my pony is hungry and my gin mug is empty, so I'm going to mosey. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 20/09/2010 07:35:46![]()
I see this kind of thing a lot but I’m not sure of the point. Bad gameplay is bad gameplay. It doesn’t really matter whose fault it is, but if you want to point fingers, it’s our fault. We designed the encounters and the healing per mana and healing per second numbers. Players then analyzed those numbers or ran a bunch of encounters to figure out worked best and adopted that strategy. We don’t think that strategy is as fun as other strategies out there, so we decided to change the encounter design and healing per mana and healing per second numbers. We’re not punishing anyone. We’re trying to make the game more fun for healers by presenting them with the opportunity to use diverse strategies. Haven’t you ever driven a different way home from work or school just because you were sick of the one you usually do (probably because its most efficient)?
Pretty much. Feel free to blame us for something being broken, but that doesn’t mean we’re not going to fix it just because it wasn’t your fault.. :)
If your group understood the mechanics generally well (i.e. you weren’t taking unnecessary preventable damage) and you were CC’ing things when incoming damage was too high, then I’d wager the encounters you’re talking about were just bugged or currently overtuned.
In the quote you quoted, I said that if casting a bunch of hots on everyone is the right answer *sometimes*, then we're happy. You’ll have to know (or make an educated guess) when those situations are, and if you do it at the wrong time, you’ll probably waste a lot of mana. The problem in today’s live environment is that casting hots on everyone constantly even before they start to take damage is nearly always the right answer. You are nearly always rewarded for it. That changes it from being an interesting decision. That takes the skill component of healing away.
But with that argument you’re just removing all personal responsibility from the healer. In your model, the healer just does whatever the encounter asks of them. Yet we know empirically that healers can cause wipes when they do the wrong thing at the wrong time. If it was just a memory game, then we would have seen a lot more heroic LK kills before the 30% buff. It wasn’t remembering the encounter that was the challenge there (though with that many phases, it was definitely part of the challenge). Executing the encounter was the greater challenge. Knowing when to stop and heal (or your target’s death might cause a wipe) or when to run (because your death might cause a wipe).
I thought this was a good illustration of the problem. Avoidance is ultimately mana savings much of the time. It can save you sometimes, but it is so random in doing so that tanks have learned not to depend on it. They used to depend on avoidance to help healer efficiency. They used to be worried about being the mana sponge that drove all the healers OOM because they took too much damage, even if they ultimately survived.
Beautifully put.
No, being mana starved is not fun. It’s not supposed to be a happy moment, because it is in fact the negative consequences you get from not playing as well as you needed to. If you use the right heal at the right time, you shouldn’t run out of mana. It’s a great source of pride for a healer to see that a challenging fight is under control, then glance at their mana bar and see that their mana is holding steady. “I’m on fire tonight!” you think (and hopefully you do just think it and not announce it to your whole group as I've been known to do.) Ergo, we think mana mattering -- mana being a real stat -- is fun. Ghostcrawler Lead Systems Designer |


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