I am having a blast with HPally. No issues, I love healing and healing with holy Pally, even before 10.1.5, but now it's really perfect. I ONLY PUG. That means, precisely, that since I started doing group content in Dragonflight I never ever knew 1 single person I grouped with, never also did two groups with that character (that I know of). Only PUGGING, I managed to finish a +20 in all Season 2 dungeons, a 2700+ io Score, 9/9H and 3/9M (also pugging).I've mained a Resto Druid since Molten Core was launched in Vanilla. Played it on and off along those years. Since BfA I have mained seriously it, but ALWAYS pugging (my chaotic working hours, family, children, don't allow me to commit with a pre-defined schedule). I play when I can. With a RDruid I always felt lost Pugging. You can either get into a group where the DPS use defensives and avoid 90% of the avoidable damage (everyone does mistakes and #$%^ happens) and everything goes well, or You get into groups where only 1 dps use defensives and avoid damage. The other two are a PITA to keep alive. That's the reality and it's unpredictable.Tanks are, in this day and age, really good. It's rare for a tank even in PUGs ignore the group and the healer, they are now very very good, compared to previous times.But the real deal is... I have two players that lost 60% of their HP (avoidable damage) just a couple of seconds before an unavoidable group damage that will pulse for 5-10s continuously. WTF do I do? As a Druid. NS+RG one, ok. Than flourish the group? And this IF I keep 2-3 Hots on them (Rejuv, Efflo and possible RG?). Barkskin the 2nd? And if during the AOE cast one gets somewhat low? That's why I only managed to do a couple timed 20s with my RDruid for many Seasons. So I switched to HPally. FANTASTIC. Divine Toll + Daybreak + Rising Sunlight should be there for all healers. or some sort of. I can, ON DEMAND, that means, I press and time when I know I will need, with a 1min CD (Flourish is 1.5min) group healing. I have 4x casts (1 daybreak and + 3x Holy Shocks with RS). And it also gives me Holy Power that I can use to spot heal someone that has a DoT or his HP isn't responding to FoL alone. Also, I can use the 16% "shield" that it provides, so if I know me and the DPS will be wrecked by an AOE, I just manually HS us. It's a big heal + Shield mechanics.This 1-min CD is the BEST healer CD I ever met. Wings? Don't come closer to it when you want to save the group.And you also have Tyr's + Boundless Salvation that will buff your usual healing spells for a quite long time, right after.The Divine Toll + DB + RS mechanics is what every healer needs to get back to love healing in M+
This role is completely impossible to learn.While leveling: no damage to healLeveling in normal dungeons: no damage to heal/players handle their own healingMax level normal dungeons: no damage to heal/players handle their own healingHeroic dungeons: no damage to heal/players handle their own healingMythic+ 2-6: a medium amount of damage for the first three weeks of a season, then players handle their own healing once they have gear.Mythic+ 7-15: failing mechanics will one-shot dps, healers have to instantly know when and how to ramp their heals during heal checks
Most of us have seen the 'tank vs healer' meme on tikok (https://www.tiktok.com/@themrwaffler/video/7176697650773855534?lang=en)There's a lot of stress when healing pug groups. In coordinated high end keys, it's much easier...but often pug dps just focus on their rotation and sometimes fail at mechanics, which only makes the healer's life more stressful. The only fix I see for this is to make mechanics less spikey. I pug mostly and switched to holy paladin only because they have an almost instant or planned answer for anything. Other healers do not have that luxury...so I guess they could also buff instant heal toolkits (in retrospect, when I played rshammy last expansion - one of the abilities that made them fun and sorta OP was the instant chain heal when dropping cloud burst totem)....I think that would help as well!
While tanking and dpsing M+, healers don't feel too weak. The occasional mechanic will punish who does not respect it enough to do the dance or at least trade a defensive. Most M+ deaths are missed kicks and standing in the wrong spot. I've met many great players, nice folks. A few can't be saved, so I bring a Brez.
M+ is the problem. More specifically really high keys which all but require cheesing and use of various gimmicks to time. This results in Blizzard constantly swinging the nerf bat back and forth to try and squash the outliers but then ends up hurting the base and it’s a never ending back and forth. There needs to be some kind of cap on M+ difficulty because it keeps getting harder and harder with every expansion and when people try to adapt to it they end up breaking the game and it’s hurting everyone.
m+ balance for healing is really weird and i feel the "sweet spot" is getting narrower.if incoming damage scales too slow, too many lower keys will bore/not challenge the healer (so they fall back to dps/be replaced by a proper one)if it scales too steep healers will run into a brick wall very soon (probably what happened in dungeons like ruby pools early S1)a first fix would probably be to not scale enemy health and damage by the same percentage per key (if that still is a thing) and scale damage slower than health (or even stop at some point) to make the enjoyable range spread over more key levels.that is because players get one-shot much sooner than enemies are. it doesn't make a lot of sense/it is really lazy to tie both scalings on the same number.
The Problem is the pure amount of nearly oneshots in m+. The healer has to keep up all dps at 100% all the time.Neltharions Lair is the perfect example for this.Dont top the dps After getting a Rock instantly?dead.Not toping a dps instantly After getting the random Hit at the worm Boss? Dead.And dont Come with "the dps should use CDs and pots". A Hunter for example is out of Options After 3 of such Hits (turtle is not helpfull there). They need to reduce the oneshots.An example for a challanging but not unfair Fight is the 3rd Boss of HoI. There we got constant pressure due to the constant AE, but fully controllable.
What it really comes down to it's the fact that every single mistake in M+ punishes the healer and only the healer. M+ is already bitterly hard to heal because of everything being massive spike damage, but now we also have affixes healers are just expected to handle by themselves by most of the community, while also dealing with all the damage, and if anyone makes any mistakes? It's just more $%^& the healer has to deal with. This is the first expansion I've played where I haven't healed. Healing just isn't fun this expansion, at all.
Just let me be able to do dps damage and heal like tanks and I’ll have fun. Let season 3 have healers able to top both meters and you’ll have more healers then dps can complain about having an unfulfilling experience!
maybe is stuff like fortified on top of bolstring didnt exist imagine how much easier healing in dungeons would be
They could make 1/3 of overhealing add to an absorb shield. The absorb shield should cap at 33% max health and disappear after combat.This way healing becomes more fluid and health bare don’t fall as low, and you can’t HoT in advance.Spam overhealing would also be inefficient as only 1/3 of you overhealing add to the absorb shield.This would make constant healing relevant.They could also give all classes a low cd defensive, like 50% and make the fights everyone responsibility and have all other damage just trickle so the healers can heal all the time, and slightly more if people play their defensive a. If they don’t they get one shot.Wouldn’t it make sense that as a player you would try to “avoid” enemy damage with a defensive instead of relying on someone else?
If I want to DPS - I'll roll a DPS.
Raid healing is fine imo. You heal parse on prog and damage parse on reclear. It should be easier once you get your strategy down for healing. You do that or drop a healer and heal parse more. In keys I just want to be able to feel the joy tanks have when they look at meters and see huge damage and huge healing. If a key is easy and I spam dps as a healer my damage is a joke compared to the group. Plus if we bring more damage to keys then things can die faster and you deal with less kicks and less healing.