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10.2.7
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10.2.6
Beta
Patch 4.2: Holy Paladin Roller Coaster!
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Post by
Rouen
* Divine Light now costs 35% of base mana, up from 30%.
* Flash of Light now costs 31% of base mana, up from 27%.
* Holy Light now costs 12% of base mana, up from 10%.
* Holy Shock now costs 9% of base mana, up from 8%.
On the way doooowwwwnnnnnn again!
I knew this was coming when they decided to un-nerf the mana cost of Flash of Light and Divine Light. I felt a bit gimp when Divine Light cost over 7700 mana and felt powerful when it cost 7026 mana again, as it does now.
Now they are increasing the cost of all of our single target healing spells. I can't help but contemplate: is this due to how we will scale throughout the expansion? Hit with spell cost nerfs after each raiding tier is released to keep us from being too powerful?
Edit:
Source
Post by
Azazel
Why oh why Blizzard? In PvP we're the worst healer already. Yes this is QQ, but come on!
Post by
pezz
Now they are increasing the cost of all of our single target healing spells. I can't help but contemplate: is this due to how we will scale throughout the expansion? Hit with spell cost nerfs after each raiding tier is released to keep us from being too powerful?
They have to.
We couldn't just sit on the HL button in 3.0, but we could at the end of Wrath. We can't just sit on the DL button in 4.0 (4.1 now I guess), but we're already pretty damn close, and we'll be able to at the end of Cata if they don't change anything.
Post by
Rouen
They have to.
We couldn't just sit on the HL button in 3.0, but we could at the end of Wrath. We can't just sit on the DL button in 4.0 (4.1 now I guess), but we're already pretty damn close, and we'll be able to at the end of Cata if they don't change anything.
Long time no see, pezz.
Your on the money about Wrath, but if this is truly the design direction, then what the hell is the point of getting more powerful gear if we're going to get equally nerfed? Your mana pool growth and spirit regen increases with gear, to be negated with spell cost increases. Thus, the only three factors that truly improve with gear is your total health, armor (which is pointless as holy in a raiding environment), and spell power.
Increased health to deal with the higher amounts of damage in subsequent raiding tiers.
Increased spell power to heal the greater health pools that come with greater levels of stamina.
I don't know what's better, the above described design philosophy or simply not releasing new gear for healers in all future raiding tiers to prevent said design philosophy. lol?
Edit: Spelling
Post by
Raleandris
The biggest problem is the same as last expansion: we're getting too many tiers of gear, and each tier of gear is giving us too much growth. Assuming we have two more major raiding tiers, that's 6 tiers of gear (non-heroic and heroic for each raiding tier) for this expansion. Our mana pools and regen are going to be just as out of control by the end of Cata as they were in Wrath.
Post by
Flonnette
Yeah, I was expecting them to nerf at least Divine Light, probably Holy Light but I am kind of surprised they upped the cost of Flash of Light. Its kind of hard to use Flash of Light in anything but the "extreme" situations where I keep expecting the way to fight the "power scaling" issue is to make Flash of Light more reasonable to use and thus make Holy Paladins expend more mana without throwing it away.
Oh well. Rouen also has a point that "on paper" it should be easy to balance SP/Int against Mitigation/Stamina but stuff keeps ruining it.
Post by
Rouen
"on paper" it should be easy to balance SP/Int against Mitigation/Stamina but stuff keeps ruining it.
Once the full listing of Fireland's gear and gear stats are released, I'll need to sit down and bang out theoretical total mana, regen with spirit/intellect over
x
period of time, regen with replenishment & Divine Plea, and spell costs of our single target spells pre-nerf and post-nerf.
I want to see how "bad" our regen situation is in the future; with and without Blizzard's pricing wars waged against our blue bar.
Post by
pezz
Your on the money about Wrath, but if this is truly the design direction, then what the hell is the point of getting more powerful gear if we're going to get equally nerfed?
./shrug. More shinies for us (well, you all) to pay money to grind?
Major content patches are expansions on a small scale. They make all your old gear crap on a small scale, so you have to grind all new gear on a small scale. Numbers wise though, they don't necessarily change the difficulty.
It's so players who want to grind gear don't quit because they can perform well in BoT gear. There's no way they can make us more powerful without wrecking their fun mana game.
Post by
228908
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Post by
pezz
Guess they figure they have one more patch of room before we have to start caring about mana again.
Post by
469682
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Post by
179128
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Post by
Flonnette
When healers get to raid levels and learn "raid discipline", all four healers rarely run out of mana where instead we run out of GCD. Basically we can't cast enough heals fast enough to beat the damage coming on the raid. Specifically for Paladins, leaning on cool downs and Flash of Light can "postpone" issues but it isn't going to "fix" whatever went wrong in the raid.
Mana hasn't been a "main issue" in Cata as much as healer mana becomes an issue when the raid is performing poorly. No raid leader thinks "We failed this fight because the healers don't have enough mana" where instead it is "We are taking way to much damage, everyone needs to do better dealing with it" Brand new Holy Paladins in the 4.2 world should be able to handle the increased costs in "nominal" situations where this increase in mana costs effects those who play on the high end in tight heroic situations where the cost for mistakes is high and now that much more expensive to correct due to this change.
Post by
MagisterSJHC
Mana hasn't been a "main issue" in Cata as much as healer mana becomes an issue when the raid is performing poorly. No raid leader thinks "We failed this fight because the healers don't have enough mana" where instead it is "We are taking way to much damage, everyone needs to do better dealing with it" Brand new Holy Paladins in the 4.2 world should be able to handle the increased costs in "nominal" situations where this increase in mana costs effects those who play on the high end in tight heroic situations where the cost for mistakes is high and now that much more expensive to correct due to this change.
Spot on analysis, in my opinion. Blizzard is trying to prevent another “WotLK situation”.
When the raid performs badly and takes continued unnecessary damage, the healers should not be able the just “heal through” it. Keeping the raid alive is and should be a responsibility of every individual raider, not just the healer. This means that DPS has to prevent taking significant avoidable damage, or wipe.
Post by
146856
This post was from a user who has deleted their account.
Post by
Onijitsu
Note that the healing
Tier 12 2-piece bonuses
are all about mana regeneration.
Blizzard is gimping healing again... trying to make it a more difficult (and controlled) prospect, since it has gotten "easier" with better gearing since the new expansion came out.
Post by
146856
This post was from a user who has deleted their account.
Post by
svirve
I can't understand how people can call this nerf unfair.
How is it unfair that we're being balanced to be on par with other healing classes?
It's not unfair to freshly dinged 85s since it'll be as hard as healing with any other class.
The only thing that's unfair is that this nerf hasn't come earlier to balance out the gap in healer efficiency.
Post by
Onijitsu
Sow hat about those who can't get T12 or isn't raiding. Is it fair for blizzard to only care and worry about Top raiding gear while totally making it unfair for freshly ding lvl 85 or people who will never raid?
Well, I'm not one to make excuses for Blizzard... I'm not excited about being nerfed on the healing front either. But Paladins are still at spot #1 or #2 of the five healer types. (Hpally, Hpriest, Rdruid, Dpriest, Rshaman) And, it could be argued, Tier 12 gear is being offered in response to 4.2 content (Firelands). Obviously, the higher-level fights will be very mana-intensive.
And, it appears that the way that Valor Points are handled now is a bit different... there is a weekly cap on the points you can get, but you can get them all in one day, or you can spread them throughout the week. You can get them in Heroic dungeons, in Zandalari Heroic dungeons (the two "new" ones, ZA and ZG), or in raids. Just because you're not currently raiding doesn't mean you're necessarily shut out from this gear anymore.
Post by
146856
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