Where's Blizzard heading?
by Zeiss | 25/05/2010 08:35:58![]()
I have one question to ask, if Cataclysm encounters do not include unforgiving punishments(raid awareness), hard hitting mobs to test the reflexes of the healers, dps check, how challenging can it be? I am not a Blizzard employee, nor I've testing the PTRs, but are we going to have a game that allows us to spend 10seconds discussing in the healing channel whether to heal a certain target or not? Hopefully not, but what will happen to Resto Druids? Are they going to heal tanks instead of a Disc Priest/Holy Paladin? You were critisizing the endless spam of the strongest spells healers are using nowadays. However, Blizzard has announced that Resto Druids will not be offered with any new and exciting spells, just tell me what other rotations do they have? Spamming Rejuvs on as many targets as possible is not what a Resto Druid wants, it is something they HAVE to do, they don't have time to wait another GCD to top the target with Rejuv then Swiftmend. You might have missed a serious problem with your philosophy that you claimed to be tough to communicate, but you have to realise that the gears we obtained today and the unforgiving encounters/damage were created by Blizzard. Can you possibly blame the players or even have the rights to suggest the healers to ask themselves 'Did you use the wrong heal in the wrong situation'? Don't forget, you were the ones that removed downranking, it was where the pre-BC decision making lies.(Yes I probably said that because I missed watching the Draenei Shamans spam purge on my rank1 buffs during a battleground and watch them go oom while I'm still at full mana.) I also feel very offended by the comparison you are using - 'whack a mole', clearing we play this game because it is fun, but if you think healing in WotLK is like 'whack a mole' then you are insulting millions of healers who had to play this way because of you poor encounter and gear design. Lastly, I want to tell you that although I sound really negative, I do support the change, ONLY if the future encounters will still be just about as challenging as LK hardmode. Edit: I'm a very lost/disappointed subscriber right now, I know I am not the first to say I am about to quit, because LK is the main reason I play this game, I was inspired by WC3 and continued this journey for ~5 years. I'd like to continue, but if the game is going to downgrade itself(that's my opinion), I don't think I have the drive to continue. [ Post edited by Zeiss ] |
by Ghostcrawler | 25/05/2010 18:39:30![]() Your thesis seems to be "You designed the encounters to get us to heal a certain way and now you're saying you don't like the way that healing ended up." I wouldn't disagree with any of that, so I'm not exactly sure what your beef is. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 26/05/2010 03:16:53![]()
These are good responses to point 1 and 2. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 26/05/2010 04:17:17![]()
I can't honestly think of a single problem that I'd attribute to the fault of the player base instead of us. Maybe being overly obsessed with dps meters. :)
I didn't go back and listen to the Blizzcast, but what you are describing is a class design problem. We gave out a lot more crowd control in between BC and LK (which we then invalidated by not requiring you to CC much).
We don't ban players for disagreeing with us. Just read a few other threads -- I'd say the majority of them are players requesting / suggesting / demanding changes. We ban players when we think they are disrupting the forum communication, trolling, or generally acting like jerks. And even then I think most posters would agree we are extraordinarily lenient. Attempts to portray our forums as oppressive, totalitarian regimes always ring a little hollow to me.
Homogenization is a risk. Totally. It's something we try and fight against. In the case of healing, we don't want to erode the unique aspects of the 5 talent specs. We just want to move the non-unique parts closer together. If you need an analogy, we're not going to mess with the flowers or the fruit or the shape of the leaves. We just want everyone to have similar roots. Spells like Circle, Chain Heal and Beacon will continue to be an important and unique part of your repertoire. We just want to make sure everyone has the basic tools so that they aren't in a situation where they're trying to tighten screws with a hammer. Now having said that, there are a couple of exceptions. If you are a Disc priest who loved to use PW:S and nothing else or a Resto druid who loved to use Rejuv and nothing else, then you will probably need to use more of your buttons again. We don't want to promote the strategy of trying to pre-heal as many people as possible without really worrying about who is actually taking damage. There's not a lot of decision-making or coordination or reactive gameplay there. Disc priests will need to actually cast heals (and Penance can certainly be one of them) and druids will have to mix in some direct heals along with their hots.
Yes.
The definition of "widening spell selection" has to be real choices. Just putting more heals in your spellbook doesn't accomplish much. They have to be spells you'd realistically consider casting, and not just once an evening. That is most challenging with the druid because we decided not to cut any current heals.
I take a different view on a couple of your points here. Healers won't be forced to spam their most efficient heal because the encounters will be less threatening early on. Later on when your mana regen as at its highest you will need to use your highest throughput spell because the damage is higher. You'll also need to use your fast heal sometimes for the same reason. Fortunately fully raid buffed and in good gear, you'll have more mana regen. I don't think any of these changes encourage players to blame healers more. Bad players are always going to deflect their failures onto someone else. That is why they are bad players. The alternative is to make healing so simplistic that there is almost no chance of failure (i.e. nobody would ever die). You'd never get blamed for anything but you'd probably also be pretty bored. Minus gaming coefficients, we pretty much had this model with downranking and it largely worked. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 27/05/2010 20:03:00![]()
I disagree with you a little there. You're first arguing that groups generally don't die, which we know isn't true. Groups die constantly, and it's usually from damage. If you're not doing content that challenges you then you won't die, but that isn't going to change either. Second, you're kind of describing a situation in which healing is fun only when there is no realistic chance of failure. The problem is that when there is no realistic chance of failure, there is no challenge, and the game becomes less fun. I enjoy healing a lot more the first time we encounter a boss than months later on a milk run when I know I only have to toss out a heal once every 15 seconds without consequence. I know a lot of you are saying that any change to the current healing design won't be fun for you. I get that and I appreciate the feedback. Where you lose me is saying that it won't be fun for anyone, which means you are ignoring all of the healers (some of them long-term healers) who are excited about the change.
Specs won't single target heal the same way. They will have enough basic tools that nobody will have a massive hole in what they can cover. We don't want the Disc priest to throw up her hands when asked to tank heal, or the paladin asked to sit out when on a fight with a lot of AE healing. You need to be able to run a 10-player raid with any 2 healers (ideally 2 different healers) and be okay. You need to be able to do any 5-player content with any healer (before you over-gear it as many of you do these days).
Yep. The rub is that some healers are only going to enjoy encounters when they can keep everyone alive pretty easily and some are only going to enjoy encounters when they really have to work at it. Those two are hard to reconcile because you're essentially trying to bring together "easy" vs. "harder."
Yes, the players who already use all their spells will see the least change. As for the second part of your quote, sure some spells will dominate in some cases. That's okay as long as others dominate in other places. The problem now is that many druids shrug and say "I'm not a tank healer," so they don't ever use their tank-healing spells.
It's a very healer-centric view that tanking and dps are trivial and healing is very challenging. We're in a healing forum, so there is probably something of an echo chamber effect in here, but overall that belief gets really over-stated.
Yes. You'll use your other heals less because you have Penance, just like Holy will use other heals less because they have a stronger Renew
Yeah. It's clear from a lot of these posts that some of you put up with an awful lot of abuse from dps players and perhaps tanks. I wouldn't. You need to work as a team to overcome even 5-player encounters. If it's a bad group and the others refuse to improve their play and blame you for every mistake, then move on. You're a healer -- your queue is short. :)
There is nothing wrong with proactive healing. It's challenging to use spells like Prayer of Mending for anything but. It only becomes a problem when you aren't making decisions. If you are pre-hotting or shielding folks you expect to take damage, that's great. You're actually forecasting and otherwise paying attention to what is going around you. If you are doing it to everyone just because you can or doing it at random because it doesn't matter, then that's a problem. You may not play that way today, but a lot of players do. I have done it myself on a lot of fights just to try it out and it's way too successful a strategy given the low amount of skill or even basic decision making involved.
There just has to be some give and take here. It's fun when you get invited to a 5-player run because you have a dispel needed to handle the third boss. It sucks when you are excluded because you lack that dispel. All specs will continue to have strengths and weaknesses and unique spells and mechanics. We just can't let those strengths be insurmountable those weaknesses be Achilles' heels or those unique spells become mandatory for certain encounter or PvP comps. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 28/05/2010 05:30:59![]()
The fact that your talent tree has talents such as Improved Flash Heal and a component to Borrowed Time that improves spell haste should suggest that it is not our intent that you heal with PW:S and Penance and nothing else. Though if you get routinely outhealed by dps-spec shaman and paladins as you say then I guess I can understand your confusion. In a broader sense though, you're not reading what I am saying. Here is what I am saying: All healers will get the tools to be able to perform in a variety of roles. What you're saying: We don't have the tools to perform in a variety of roles. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 28/05/2010 06:18:30![]()
Probably 3, at least until you overgear it. Designing for 2 has the benefit of perfect scaling up from a 5-player group, but when there are only 2 healers, we have to be really careful about doing things that affect those healers, which then mean some boss abilities become more limited or predictable. This isn't set in stone though. Ghostcrawler Lead Systems Designer |
by Ghostcrawler | 28/05/2010 06:32:55![]()
We designed Incanter's Absorption. It's our fault that it worked the way it did, our fault that players assumed they were supposed to stand in fires, and our fault that they assumed their dps was balanced around the assumption that they stood in fires. :) I'm not quite sure of the origin of this recent sentiment that GC blames everything on the players. Let me be perfectly clear. Everything we don't like about WoW is our fault and our responsibility to fix. I like to use the first-person plural to remind everyone that ours is a very large team all working together, but in this case I'll make an exception and take personal responsibility for plenty of the criticisms we have with the game right now. Ghostcrawler Lead Systems Designer |


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