Healing in cata .. [blizz post]
by Atavism | 05/12/2009 16:14:33![]() Quote from Blizzard staffHealth Pools in Cataclysm Health pools will be much larger in Cataclysm and healing will be lower. That should help address some of the overly binary feel of PvP and PvE encounters. You'll still be able to kill people as well as be able to heal them. The pace will just be a little slower and both healing and killing should require more than 1-2 buttons. (Source) Tanking and Healing in Cataclysm You missed the part where I said health pools will be higher. Imagine a boss that takes say 3-4 hits to kill a tank, but it also takes a healer 3-4 heals to top her back off. Now efficiency of a healing spell can be as much of a consideration as direct throughput, since the tank is unlikely to die in your next GCD. Now coordination among healers can be a bigger deal since efficiency will matter. Now maximum health on the tank classes will matter less because the question of how long you can survive without a heal landing is largely academic. Now avoidance on a tank can matter a little more because saving healer mana becomes as important as being table to take the next hit. As an aside, healers will actually need enough healing tools and enough distinction among them so that they are really choosing the big, expensive heal vs. the small, cheap heal vs. the fast, expensive heal, to name just a few examples. (Source) ... discuss |
by Ghostcrawler | 06/12/2009 17:42:25![]()
I see this sort of question a lot, and it's usually phrased in terms of how we love dps casters and make things easy for them and hate healers and want to make them suffer. When you think about the actual experience though the difference comes down to more damage nearly always being better while healing has a target, beyond which more healing isn't necessary because everyone is at 100% of their health. Overhealing exists as a concept, whereas overdamage does not (except in a few isolated fights or when threat is an issue). In a very coarse sense, damage is about as going as fast as you can while healing is about hitting your target -- damage is a 50 yard dash, while healing is playing darts. Furthermore, most healing rotations aren't terrible complicated because they can't afford to be. If you had to get up e.g. 3 periodic spells and self buffs before you could even do your job, then a lot of time players would be dead before you could ever get around to actually saving their lives. Having a long ramp up time would just kill healing. So the healing game ultimately becomes more about using the right tool for the job. If someone takes a little damage but isn't likely to die, a hot is a great idea. If someone is about to die, you might need a very fast spell or even a cooldown. If a lot of players take damage at once, an AE looks attractive. If you know you won't be able to cast for awhile (maybe you're moving) then again something with a duration like a hot or shield is the ticket. And so on.... Mana efficiency is ideally part of this calculus. If mana doesn't matter, then either your highest healing-per-second spell or your fastest spell (depending on the situation) is always the best choice. Increasingly in LK, it's just the fastest spell that wins because of the nature of incoming damage. If mana doesn't matter, then you aren't trying to hit the bullseye I described above because missing the bullseye (overhealing) has no consequence. If you use the proverbial bazooka to kill cockroaches, then who cares? Many long-term healers (and I'll include myself in that) enjoy healing because you feel smart when you do it right. Part of that "smartiness" is using the right tool for the job. It's a different approach to the game than say a mage or warlock uses however. To some degree it's hard for me to understand how you like healing if you don't like mana management. :) Now, in much of the above, I'm describing an ideal situation. Mana generally matters a lot less in Lich King for healers than we'd like, so instead of challenging healers to hit the target we just challenge healers to keep as many darts in the air as possible. If you miss even a single GCD, then it's possible someone is going to die. That doesn't feel like smart playing to many players. That feels like whack-a-mole. Now don't jump to the opposite extreme and assume what we intend for Cataclysm is for healers to stand around a lot and regen. What we'd rather see is that say a Holy priest uses Renew in some situations, Flash Heal in others, Greater Heal in others, CoH in others, and so on. Furthermore, we'd like to see more coordination among the healers (again because the risk of going OOM exists). That doesn't have to mean talking on Vent, though it could be that too. It could be as simple as assigning more targets or roles for your healers instead of just "You heal the tank, everyone else heal the raid." In addition, once the group learns that healing mana matters, then individual survivability matters more too. Health stones, pots and even bandages do something. An avoid-damage ability like Barkskin or Dispersion is an interesting part of the dps toolbox instead of a PvP-only spell. Standing in fires is dangerous rather than just sloppy playing. Avoidance on tanks is more attractive because being the guy who requires tons of healing can be as much of a liability as the guy who dies from big boss hits. Yes, the risk is that the game becomes so stressful for healers that it's not fun for them. But I think healing can definitely be stressful now, and in a physically exhausting way instead of a I-need-to-make-smart-decisions-quickly way. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 06/12/2009 18:25:00![]() I've addressed the downranking issue enough that you can probably find a good explanation for why we nerfed it. The big problem with downranking was it propped up coefficients at the expense of everything else. It wasn't just that the lower ranked heals were cheaper. It was that the higher ranked heals just didn't have much to offer because the coefficients so completely trumped the flat points of the spell. The part of downranking that was choosing the cheap, small spell over the big, expensive spell was compelling, I'll grant you. But the part of it that was ignoring new spells because high spell power (or + healing back in the day) gave the lower ranks such great legs was just problematic for many reasons. I agree that we need to make sure every class feels like they have the choice between big and small heals, and that may mean adding new heals to Cataclysm. On the other hand, priests have say Flash Heal and Greater Heal now but don't necessarily use them equally. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 07/12/2009 06:20:23![]()
I don't think Lightwell means non-healers don't care about their health. Lightwell means they aren't willing to take a huge dps hit (including losing targeting) to get it. Most players will use Healthstones in my experience. They just don't feel like they offer that much currently because the healers will be able to cover them.
I know Replenishment is a popular bogeyman, but we don't think Replenishment itself is the problem. It's just a generous source of regen at a time when there are many generous sources of regen. We'd more likely to nerf everything than just Replenishment, because we like having player power grow so much when you're in a group.
I'm not sure Replenishment even makes sense in its current incarnation in Cataclysm. Once all healers like Spirit, then Replenishment could just boost Spirit-based regen. But this is something we haven't worked completely through yet. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 07/12/2009 20:45:26![]()
First, regen based on % of mana pool will probably change. It has to work the way it does now because half the healers want MP5 instead of Spirit and some of the casters don't want either. Second, you can't necessarily gear for Cat Int the way you can currently. Currently, spellpower is on your gear in relatively fixed amounts. The same will be true of Int. Now you can always gem or enchant it. Third, it's possible Int will provide less mana (though still some) in a world where it also provides throughput. The same is likely true of crit. Int should be desired mostly because it makes your heals bigger. If it also increases your longevity a ton, then it's just going to be way too good. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 06:19:53![]()
You can't necessarily gear for Cataclysm Intellect the way you can currently. Or if that doesn't work for you: You can't necessarily gear for Intellect in Cataclysm the way you can currently. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 06:21:13![]()
I suspect crit, haste and mastery will be valued by different specs differently, though hopefully not as extremely as they are today. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 06:23:22![]()
While a single stat that provided spell power, mana pool, crit chance and possibly regen might be attractive, we think it would probably be too attractive. :) Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 06:26:16![]()
No, it's bad. It's actually a huge heal, but the costs of using it are too great. My point was that I don't think you can assert that because dps classes won't use Lightwell that they won't work to keep themselves alive. I think you can assert that they might not use bad ways of healing themselves to keep themselves alive. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 06:31:59![]()
It's cool in that encounter, but if the Holy priest version worked like that, we fear it would feel too much like a Healing Stream Totem. Priests already have a lot of fire and forget heals. What we want is something that feels more like a warlock Healthstone. "Here, I am giving you this ability to heal yourself later in the fight. Use it well." I don't think Lightwell is working like that now, but that's the intent, and we're not ready to give up on it. Someday.... :) [ Post edited by Ghostcrawler ] Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 17:41:35![]()
Don't overheal ridiculously and don't use a bazooka to kill cockroaches and you'll be fine. Play badly and you might run out of mana. That seems fine to me. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 17:45:36![]()
Your'e writing that up in such a way to make it look like healers are being singled out. Tanks and everyone else will have larger health pools (and LESS avoidance). Damage dealers and creatures will do about the same damage (meaning they won't scale up for increased health pools). Healers will heal about the same healing (meaning they won't scale up for increased health pools). Since it will take more healing to top someone off, mana will therefore matter more. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 08/12/2009 18:16:40![]()
If you're feeling helpless it's because you're trying to do content that is too difficult for your group, or at least for the approach you are using. Improve your gear, make sure you have a strong group, and minimize incoming damage. If you are routinely running out of mana in today's encounters then something unusual is going on. Now, if you can't run out of mana (which is typically the case today) then there is no reason to use anything but your best heal and there is no reason not to spend every single GCD on a heal. You might as well heal the tank just in case because there is little penalty in not doing so. Realistically the only way people wipe today is they are A) undergeared or skilled for the content or B) healing the wrong person at the wrong time. It's unlikely for groups to wipe due to overhealing. Overhealing is not at all a bad thing in the current environment, and we think that's a problem. We end up balancing around missed GCDs. If you healed the tank instead of the rogue just then, the tank may die and you wipe. Or else the rogue dies. Healing would have more depth if the potential mistake was using too big a heal to heal the rogue or not having enough mana to heal the rogue because you overhealed the tank. Again it comes back to rewarding healers for playing smart instead of punishing them for failing to cast their best spell every GCD. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 16/12/2009 01:24:17![]()
I wouldn't look to Icecrown as a taste of what's to come with regard to healing. Icecrown is at the end of this expansion. At level 85 it's okay if things feel a little different. At a very coarse level, if you have a free GCD and can choose one of two spells we'd like for that choice to be between for example A) Your cheap spell that doesn't heal for much and B) Your expensive spell that heals for a lot. Currently cheap vs. expensive is pretty meaningless so your choice is between small spell or big spell, which doesn't feel like much of a choice, especially given the damage bosses can do. But imagine that if you cast B every time when A would have been more appropriate, then the risk is you will run out of mana. You aren't choosing your spells based solely on the mana (so it isn't a primary focus) but better healers will be those that use the right spell for the situation. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 16/12/2009 01:33:50![]()
We don't think the sky is falling. This change would primarily be for three reasons: 1) You care more about mana regen on gear instead of just throughput. This is the least important consideration because it still works today to some extent. 2) You care more about your whole arsenal of heals instead of just the biggest, fastest one. Paladins for example currently can go for a Flash of Light build or a Holy Light build but they aren't often mixing the two together. A Holy Light focused paladin isn't using FoL to hit the tank from a small hit. They're just using HL and overhealing. 3) Boss encounters don't need to be built around destroying the tank in 2 hits. Currently, that is one of the few ways we have to make players actually lose a fight. (The other is that you lose enough healers or dps through attrition that you just can't keep going). Healers running out of mana used to be another point of failure and it pushed things in slightly different directions. Tanks for example cared slightly more about avoidance stats because nobody wanted to be the dreaded mana sponge. Standing in fires didn't have to be about dying in 1 sec if you didn't move -- it was more that you wasted healer mana by taking unnecessary damage. DPS who didn't do enough dps risked the fight going long and the healers running out of mana. Currently the long fight is only an issue if it opens up more chances for tank death or there is a severe berserk timer. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 16/12/2009 01:35:33![]()
I think you are putting the second type of player in an unfair bucket. I'd say it was more about some players like white-knuckle challenges and some just want to see the encounter and experience the epic moment. There is nothing wrong with the second type of player, and that's one of the reasons we offer two difficulty levels on our dungeons and raids now. We just need a way to challenge the first type of player too. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 16/12/2009 01:39:41![]()
We're not sure the five second rule is a rousing success. It's not necessarily fun for players to stand there and do nothing. It definitely wasn't fun to heal in rotation and do nothing for a minute or two so you could regen. What I'm talking about is just returning HPM (healing per mana) to being a consideration that actually matters again. Do you want to use the cheap spell or the expensive spell? Currently you only really care about the fast spell or maybe the big spell. Healers will need some tools to manage their mana, and they already have some like Innervate and the Shadow Fiend. Those tools can't be counted on for unlimited mana of course or we're back to the same problem. [ Post edited by Ghostcrawler ] Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 16/12/2009 04:33:51![]()
The more careful selection of spells is actually what we're going for. I think that can be just as challenging, and personally probably more fun, than the miss a GCD and the tank gets it style. But really I was trying to offer reassurance to those healers who seem terrified that we're going to make healing too hard in Cataclysm. That's not the goal. Making it fun is the goal. However, when healing is too easy, it's hard for it to be very fun. As I've said before (maybe in this thread?) DPS specs can try to see how fast they can make a farm run. The healer doesn't really get to try and "heal faster" or whatever. The most fun a healer can have in content on farm status is trying to keep everyone alive as efficiently as possible. Efficiency implies a mana component. Ghostcrawler Lead Systems Designer |


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