10 Reasons People Don’t Heal

I love healing. I have four healers, three of whom I play fairly regularly. I tend to be automatically drawn to healers in games. I’d shift out from Bookin and throw heals if the group’s dying. As plate DPS I run around telling people to stay still so I can bandage them.

Heck, in Team Fortress I default to the medic when my team’s limbs are flying freely.

But I know a lot of people who avoid healing like a Lich-bourne plague. Curious, I asked a few of them why it wasn’t their cup of tea, and thought back over some of my more negative experiences as a healer. I’m sharing these thoughts to see if anything rings true with you, whether you heal or not.

10. Visuals. Mostly we get to watch lil’ boxes rather than the pretty moving pictures on the rest of the screen. I’ll give that a moment to sink in. We don’t actually see the game we’re playing and paying for, whenever we’re healing in a group situation, just some bars going up and down. I can see why people wouldn’t want to watch that all the time. (Tho settling into the ‘healzone’ and watching those boxes can also be a reassuring balm for a healer. Or maybe that’s just me.)

9. Reaction based. Playing a healer requires you to think fluidly rather than do the same things over again, like DPS rotations. While this might be great at times it can also be daunting to commit to constant thinking in a ‘relaxing’ game. Not only that but healing’s very reaction based – current content tends to require quick twitch reactions both on plain ol’ healing and getting out of yon fiery goo. Those reactions aren’t something some people have permanently at their fingertips.

8. Personal preference. I believe there is a “role” in everyone. Some people ARE healer players. Some ARE tanks or DPS. What you play is obviously personal preference. But if you’re getting uppity when playing your feral cat character because you’re finding the rotation an absolute nitwibble, perhaps you’re unlikely to go for another stressful role – healing – as a change.

7. Perfectionism. I suspect a lot of healers are perfectionists. Deep down, we like to succeed in keeping everyone in tip-top shape. I don’t know about you but if people die from anything other than a one-shot, my thought is usually “I could have done better.” Even if that person died while I was a jot busy, like avoiding adds while jumping out of fire and cleansing a ticking disease. And healing the main tank who’s being mushed by an enraged boss. I can see some people might like to avoid engaging their inner perfectionist regularly.

6. People are stupid. Healing setups and assignments are things which some non-healers don’t think about and aren’t interested in learning about, whether or not it would help them support their healers and organise  more cohesive groups. The amount of times I’ve been in PUGs which have said “we need 5 healers anything will do” and we get 3 trees, 1 holy priest and an offspec resto shaman and are then expected to heal a Festergut25 attempt… which leads on to:

5. Blame game. Other members of the group tend to look to us healers first if someone dies or things go wrong. Sometimes the blame’s genuinely ours – everyone makes mistakes. Sometimes, in PUGs or randoms particularly, we’re just the easiest ones to blame – people died after all, and that’s what wiped us. Yep. Can’t be anything to do with the hordes of uncontrolled adds chewing healers’ faces off. Other times people aren’t blaming us at all but asking for information on what we saw and because many healers carry the can of blame we can get used to assuming blame anyway. It’s an uncomfortable position.

4. Responsibility. Healers are often put in a spotlight. Your tank healer is standing in the fire and your top DPS has eaten a nasty DoT. Which one dies? If you falter then everyone will die, if you make the wrong decision then everyone will die. Everyone might die anyway. Those decisions can be hefty responsibilities to shoulder and it’s easy to have a rabbit-in-the-headlights reaction.

3. No influence. Think about it. If any tank says “jump down that hole” you jump down that hole. If a healer tells someone to do the same, the healer either gets told to “stfu”, kicked, or a reputation for being mouthy – before they’ve finished the sentence. Even when the other half of the sentence is “…because if you don’t those adds are going to rip out your ey-ohnevermindthen” Ah, the trials of being an unsung hero.

2. “Meh: Lose” situation. Being a healer’s far from win-win; there’s no criteria for personal ‘win’. If people don’t die then you’re performing adequately – at present. If people die, you’ve ‘lost’ or failed. The closest healers get to winning is on healing meters, which amount to superfluous and unfair competition given that different healing classes perform in different ways. The healing puppetry show is far more than “Heals Per Second – that’s the way ter do it!”

1. Mystery. Many gamers are used to “survive by killing that horde of zombies” or “save the world by sticking your sword in Mr. Mwhahahha until he falls over”. Not “save the world by by enthusiastically patching up your group’s assorted grazed knees and bumps on the head.” For players used to the former mindsets and styles, I gather that rolling a healer and then progressing through a game primarily with friendly and defensive abilities is a bit like “now go and live the same life as everyone else does using nothing but a chinchilla for defence.”

Now it’s your turn. I’m curious about this – do you have any reasons to add as to why you or someone you know won’t heal? Do you vehemently agree or disagree with any of these – or are you not fussed either way, given that it’s just a game? And do you think shedding light on these things will get healers a little more respect – if indeed we deserve more?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Still Going to Run 25s?

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The big Cataclysm announcement this week is the changes being made to raid progression. To summarize:

  • 10 and 25 raids will share the same lockout
  • Heroic mode will be toggled individually per boss
  • The difficulty gap between 10 and 25 raids will narrow
  • 10 and 25 man bosses will drop the same items
  • 25 man bosses will drop more items
  • Multiple, smaller raids instead of massive ones
  • Continued gating
  • Initial raids tuned for dungeon blues and crafted

First reaction? Surprised. It’s as if someone splashed me with cold water. Again, with the rewards changes and time investment changes, the game is shifted to further accessibility. There are some aspects that I like, and there are other aspects I’m a little wary of.

On reduced commitment

Having the same lockout and having the same item qualities drop will free up time for players to do other stuff. Your raid won’t suffer a penalty either if a number of players unexpectedly drop out for a day due to vacations or dog shows or what not. If you’re short several players, you can still pull off 2 x 10s and not miss a week of gearing up.

It certainly does feel like the raiding progression game is going to slow down.

What needs to happen for this to work

Please, do not screw over the players who prefer to do 25s. I believe some of the extra rewards are badges, loot, and gold. The extra gold is nice and all but for most organizations, it isn’t a problem. Having extra badges will speed up the gearing process for sure.

1) Increased item drops: And I mean a lot more. To put it into perspective, if you take down Marrowgar on 10s and 25s, your raid gets access to 5 possible items. If you were wearing ToC or Ulduar level gear, any of those 5 items could have been an upgrade. What drove some players to run ICC 10 and ICC 25 was that any item, whether it was a 264 or 251 level, would’ve been used regardless. I know I’d like to see 6+ drops to truly make it worthwhile.

2) Other incentives: Mounts or titles? I don’t know. But there needs to be something that’ll keep players motivated to do 25s. I’m not sure if money and badges alone will do it.

3) Difficulty: I don’t know in what direction the raid difficulty it being switched to. Is the difficulty going down or increasing? It should be just as punishing either way, I think.

This is the fear. The fear is that players will opt to switch to 10 mans that is further into a raid instance than a 25 man when they’re only 3 or 4 bosses in.

From a player progression standpoint, would you rather be in a 25 that has taken down 2 or 3 bosses or a 10 man that has taken down 7 bosses in a zone? Knowing that the item grade is going to be the same, I’d say that most players will opt for the 10 man.

On the other hand, what some players seem to have forgotten is that there is only 10 players allowed. Someone’s inevitably going to have to sit. 25s feel a little more accommodating, and dare I say it, more forgiving. With more players, you get access to more outs to help put you over the top during encounters.

In addition, don’t forget about Kae’s point on difficulty. The reason that 10’s are perceived as easy is that players often run them overgeared. Doing ICC 10 with ICC 25 gear made it that much easier. But we’re using the same gear now.

I know that for now, I’m still committed to 25 man raiding into Cataclysm.

On raid instance sizes

I actually missed the mid-sized raid instances we had during Burning Crusade. In the closing months of the expansion, many players went through Karazhan, Gruul’s and Magtheridon then jumped into Black Temple, Mount Hyjal and Sunwell. It felt as if Serpentshrine Cavern and Tempest Keep weren’t as played as the others were. Right now, we’ve got the extreme of mammoth sized instances and short instances (I’d consider Trial of the Crusader short-ish) but there is nothing in between. Plus it’ll give us some more visual variety. I know there are players who got exhausted of running the same things whether it was Naxx, Ulduar and Icecrown. At least with an extra set of instances, the time it takes to get visually tired of places won’t be as quick.

One more question

Since 10s and 25s share the same lockout, will there be an option to toggle between a 10s and 25s mode if you’re already saved to it? Let’s say we clear out half an instance and the next raid day, power goes out for half the guild. Instead of calling the raid, I wonder if it’s possible to switch from 25s to 10s just so we can keep going with the players available.

Other reactions

I called out on Twitter for other bloggers who’ve written about their thoughts on the topic. Check them out:

What are Your Surprise Statistics?

When you bring up the Achievement window in game, there’s another tab for statistics. Looking through it, one can actually see their own history in the game. It’s mostly numbers but there’s a few intriguing facts too.

Character

Number of respecs: 37 (Ever since dual spec, never had much of a reason to switch)

Total gold acquired: 151102

Health postions used most: 1 (And it was a Bottled Nethergon Vapor from back in Burning Crusade)

Food eaten post: 1592 (I am one thirsty and hungry dwarf)

Combat

1,294,002,336 total damage done: (Probably from a combination of Flame Leviathan and Malygos drakes)

2,306,499,782 total healing done: (Malygos probably made up a chunk of that as well)

Deaths

Most deadliest Lich King boss: Loken 10 (First time I ran it)

Most deadliest Lich King 10-man boss: Sapphiron with 11

Most deadliest Lich King 25 boss: Sartharion with a jaw dropping 65 (All those 3 drake attempts)

Deaths in Naxx: 293

Deaths in Ulduar: 150

Deaths in Trial of the Crusader: 2

Deaths in Icecrown: 208

Resurrected by Priests: 38

Resurrected by Druids: 74 Rebirths + 56 normal resurrections (You can see who all the battle res’s go to)

Resurrected by Shamans: 48

Resurrected by Paladins: 67

Soulstones: 72

Ghouled: 3

Dungeons and raids

Boss killed the most: Archavon

Kel’thuzad killed: 20 times

Yogg killed: 7 times

Anub’arak killed: 18 times

PvP

Duels won: 4

Duels lost: 22

What about you? What character statistics about you are you surprised about the most?

What is missing from the Arthas fight?

First before I begin I would like to say congrats to Matticus on his 10 man Arthas kill!

Now onto the matter at hand. My guild is plugging away at the Lich King 25 man encounter, our 10 man team is just about to take him down as well. There is a certain sense of accomplishment when you get to the end of not only the content, but let’s be honest in this case the entire point of the expansion! This entire expansion has geared us up for this fight. Egging us on, pushing us to greater heights and taunting us at every turn. The Lich King has been found in so many quests, instances and cinematic events it is impossible to not want to kill him.

When Trial of the Crusader was released, I’ll be honest I was not impressed. In fact I down right hated ToC. I’m an old school raider, I like instances with trash and having to work at getting TO the boss. I mean in every book I’ve read the hero and the villain don’t just run into each other randomly and just go to town. The hero normally goes through various trials and or henchman before they get to the big bad. In James Bond movies, he has to go through the henchman before making his way to the final bad guy for the show down. To me that is what trash is in an instance, it is a warm up but it’s also story fodder. These are the creatures the various bosses thought good enough to guard them from US. So when I walked into ICC for the first time you can bet I was over-joyed at the amount of trash that lay before us. One of my fondest memories as of late was when we were first heading into the Plagueworks, I was flying solo leading the raid that night and we were coming up on Stinky and Precious. I didn’t warn the raid about them at all, instead as we pulled I laughed maniacally at the frantic screams of “HOLY SHIT WHAT THE HELL IS GLUTH DOING HERE?” as the raid wiped. Everyone laughed about it afterward  and I felt happy that there was trash that was actually DANGEROUS if you weren’t prepared.

My guild has fought our way through all the bosses up to Arthas and there is a sense of accomplishment there. The fight itself is amazing fun, if for no other reason than because there is so much going on. So, why then am I feeling slightly ripped off with this fight?

Arthas is one of those lore characters that has shaped this game. Warcraft 3 was a game I played to death and out of it what I got was the setup for World of Warcraft. It was heart-wrenching when Arthas slew his father and you saw the darkness in complete control, it was epic when Illidan and Arthas fought. The story, even though it was an RTS, was colorful and rewarding.

So last night Unpossible was working on Arthas and I couldn’t shake the feeling that something was wrong with the fight, that something was missing. After the raid I thought back to burning crusade and Black Temple. The Illidan fight felt epic. The scene opened up with Akama going to face Illidan and speak his peace, followed by him running off to hold off reinforcements and give the group time to deal with Illidan. Partway through the fight, a fed up Warden Maiev Shadowsong bursts in to help try and take down the demon prince. He had wronged her so much that she had to have her revenge. In short the fight felt epic. It felt like great payoff to all the work of getting there. I attribute this to a well designed encounter, but a lot of that had to do with NPC interaction.

When you reach Arthas there is a small back and forth between the fallen prince of Lordaeron and Tirion Fordring. To be honest the back and forth is a little weak, and Tirion is one of those characters I could do without. I mean, of all the people Arthas has pissed-off and messed with over the years they picked Tirion to be the one to confront him. I mean I guess I expected him to be there from the beginning, after all he is the bearer of Ashbringer, but I expected someone faction specific to be there along side him as well. I know Jaina and Sylvanas made an appearance in the 5 mans, but this is the big show, the big payoff. Personally I expected them to be there, or rather someone who Arthas has wronged on a deep personal level to be there.

Before you say anything yes I know the history of what happened between Arthas and Tirion and the subsequent exile. My point though is as fun as the fight is (it IS an amazingly designed encounter), it just doesn’t feel as epic as I think it should.

We have airships right? After we’ve taken down the Frost wing, why not have the ship fly up to assault Arthas only to have him blow it out of the sky? How about King Varian Wrynn or Thrall gets to deliver the epic speech debasing Arthas and spurring us to victory. Instead we get Tirion running forward, and getting hunter trapped.

I still love the encounter don’t get me wrong. I love the fact that there are a thousand things you have to watch for and so many ways you can die. I like having fights that have consequence and Defile is the greatest thing EVER created (no sarcasm on that). I guess in the end I just wish there was a little more NPC interaction at the end to help lend the cinematic / literary climactic feel that the encounter truly deserves.

What do you think about the encounter?

So with that I bid you all a good day, hopefully next week I’ll be writing you as King Slayer Lodur. Until next time, Happy healing and may all your heals be swift and your mana plentiful!

Why It’s A Problem That Healers Don’t Communicate in PUGs

The end is nigh.

Healers don’t communicate properly in PUGs. It’s a can of worms waiting to explode in Cataclysm.

WotLK minted many new practices, including PUGing raids. While the level and quality of communication in PUGs has always been unpredictable, there’s been decline in healer communication since the LFD tool was introduced.

People don’t seem to want to engage in communication unless pushed. I rarely see anyone bring up the topic of healing assignments. I usually wait to see if anyone else will initiate communication to sort tank and raid assignments and then organise it myself. The favourite responses vary from “sure”, “just heal ffs” and the particularly fine “lol Apeorsa tht healing setup is so naxx”.

Considering how players might feel these days I’m not greatly surprised at this lack of communication. As the root of group play, random 5 mans are largely to blame. They tend towards brief and impersonal affairs at best and arenas for bullying at worst. Sure, nice runs do happen – but for some there’s little incentive to be nice with strangers they’ll see once. There are no seeds of trust and friendship, and that dearth puts cracks in the foundations we build bigger PUGs on.

I’m sure some healers think communication in PUGs is unnecessary. From their POV, they’re kinda right. Think of a tree – call him Furtree. He’s used to raiding with his guild. Perhaps PUGs just don’t feel the same – he doesn’t get the mutual comradeship and pride he does with his guild. Perhaps VoA25 isn’t the challenge he’s used to in his guild’s ICChardmode runs. He has no reason to show loyalty or effort; he’s only here for a handful of badges to put a minute edge on already spiffy gear.

As a seasoned raider he might have a lack of patience with less experienced healers, or anyone inclined to ‘overtalk’ the situation – he just wants to get through the fast content as fast as possible. Many of us – including me – have been guilty of these at times. We’re slightly bored by now. I’ve even seen healers hiring themselves out as one-man-band progression healers, effectively amputating dialogue and shared learning.

At the other end of the spectrum we have new, struggling, healers. Imagine Timmy the timid priest who’s hit 80 and has blues and 219s. He wants to PUG for kit and badges, but PUGs can be harsh. Timmy’s more likely to be laughed off than invited to PUGs. When he does get an invite to his first ToC25 and the raid wipes to Burning Inferno because the healers didn’t communicate on Incinerate Flesh, Timmy’s may well get the blame.

Healers not talking mean that new healers don’t learn their own versatility in encounters or specifics behind healer setup. Sure, Timmy can read and watch tactics, but there’s an equation for learning encounters you’ve never seen plus how to heal in the first place which doesn’t necessarily = 2, for new healers.

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A lack of teaching and support from other healers could have several effects. Timmy might get bored because the other healers have it covered. Or Timmy may believe all wipes are his fault and he can’t heal. Or he’ll have been given the easiest job and will think he’s brilliant – then he joins a guild and his lack of knowledge sticks out like a sore thumb. All of these can turn a new healer off of healing. There aren’t many of us to start with!

It adds up to a vicious circle in which there’s no incentive to communicate in PUGs. As in random five mans you’re unlikely to see these people regularly. As in random five mans it’s easy to believe you needn’t be loyal to anything but your character’s gear, for various excuses from improving it for guildruns or because you have something to prove. As in random five mans the atmosphere can be of distrust, which increases the chances to wipe when no-one’s healing the tank, and then snipe at each other with Blame Bullets. Frankly, I’ve found that people are grateful and relaxed if you run groups saying there’ll be oodles of communication.

Communication is the foundation of relationships. By not engaging in it any more than necessary healers distance themselves from possible ‘relationships’ in game – be they new friendships or just networking for team members. We should never, ever forget how to socialise in a game we play with other people.

If that’s not incentive enough consider this. Cataclysm is going to challenge us in ways Wrath wasn’t meant to. Healers may face changes to mana and even role setup. We’re going to need to communicate. It may come as a shock; falling into apathetic and uncommunicative habits now is signing our characters’ – and WoW’s – death warrants.

Crucial tweaks to the LFD system – like cross-realm friends lists – would encourage us all to communicate better. Whether or not that happens we can all take responsibility now, in content we might be bored of. Take fresh interest in ‘healing’ the foundations – just by putting a bit more effort in. For The Cataclysm!

I’m not whining; there are positive cases and it’s not all bad. I’m genuinely concerned. Question is -what do you think? Have you noticed a difference in communication or has it not been too bad where you are? Do you think this could turn into a longterm problem or am I doomsaying? Do you think we’ll be flexible enough to adapt out of bad habits?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my twitter feed here.

Article image2 originally by Tim Trueman @ Flickr