Are Healing Classes Losing Individual Identity?

In my recent Priest changes announcement post, Kivassha posed some excellent questions that I wanted to share.

Comment edited for length

Hi Matticus

In my mind disc priests are topping up absorbing the damage on Tanks, almost like druid heals are for raid, helping with spike damage until the big chain heals (shammy) and POH (holy priest) lands.

My concern?

I wonder if getting Disc priests to focus on MT will make it boring. I like how classes compliments each other and the unity that forms when everyone gets to know each other’s play stile and can on the fly make the right decision and heal where it is needed. It feels like the synergy will be lost between classes.

With the holy priest changes a priest will be able to heal a little bit more like a druid does with all the hot changes. Again how will the synergy between classes work? How would druids feels about this?

How boring will it be if everyone can do what every other healer class can do? Holy can main tank heal, can do big raid heals and will now be able to do really good HOT’s. Even Shammies will now have a HOT. So I wonder if Druids will get big long casting spells like POH, Chain heal?

To me it looks like they are giving each healer class similar capabilities to make them more like all round healers. Will this take away from each class the niche they have?
Yes the email sound negative, but I am curious and excited to work out how things will work in future.

[…]

I can’t say whether or not Discipline healing will be boring. Different healers I talk to just love healing. If you love what you do, you’re never going to find it boring. As for class synergy, there’s no reason for it to go away. Don’t forget that this is just a class preview of what they intend to do. There is still a long wait before Cataclysm is installed on our computers. If you look at the different things that healers can excel at, Discipline Priests are optimized best for tank healing. Does that mean it’s the only thing they can do? Nah, far from it. That’s what I’ve always liked about the game is that I can mix and match healers and not have to worry too much at all about it.

Druids should have nothing to worry about at all. We still heal in fairly different styles. While some of the mechanics might blend together, the numbers still need to be tuned and adjusted accordingly. I suspect that will help narrow the gap a bit between Priest and Druid healing.

Going back to healing styles again, I don’t think it’s going to be boring for healers. Each healing class can do something similar to each other. That’s good though. While you want to encourage a variety of healers in your raids, it doesn’t mean that you have to always have a Shaman or have to always have a Paladin. Each healing class has their own strengths and weaknesses. At the very minimum, each class can fire off some AoE heals. Each class has a large heal, a fast heal, and an efficient heal. It just so happens that their extra healing spells are done in a different way. Priests have group based healing in Prayer of Healing and Circle of Healing. Shamans have that new Healing Rain which hits everyone in a certain area. Paladins come out at the end of the week so we’re not sure what they get yet.

As far as the healing niche goes though, you are right that each class will have similar capabilities. How much would it suck if a Druid healer who loves to play a Druid has to re-roll to a Priest to heal a particularly difficult encounter because the Priest can heal a certain encounter way better than a Druid can? During Sunwell, I heard many top end guilds had to bench Paladins and some Druids for the Twins encounter. They ended up bringing in Shaman alts and Holy Priest alts for Circle of Healing and Chain Heal. The philosophy of Blizzard has always been to bring the player and not the class. A Druid should be able to heal an encounter just as well as a Priest, Shaman, or Paladin and I agree with that.

The identities of each healing class won’t be lost though. Just because each class can keep players up doesn’t mean they’ll lost their own unique style or method of doing it.

Let’s not forget what Ghostcrawler said:

We’d rather make healing fun for the players who like to heal rather than make healing easy for the players who hate to heal but do it anyway.

And I’m sure they’ll find ways to make it entertaining.

Heroic moments

Last couple days I’ve been talking with a few friends about the heroic or epic feel of the game. This was spurred by the recent Cataclysm class previews. My friend felt that the game was making players too over powered and he feels that what he wants is and I quote

“To have the ever loving shit beaten out of the raid by a boss. Like seriously have Deathwing be so badass he just looks at us and we die.”

I replied with a little snark informing him that he could always level to 60 and turn off xp and raid classic content while it still existed, whatever was left of it.

To me the game is taking a logical step in many ways, I mean let’s take a look at all the things we’ve done in the game (and by we I mean as a collective player base).

  • Defeated an elemental lord
  • Defeated the son and daughter of the aspect of earth and the progenitor of the Black Dragon Flight
  • Defeated and old god and his followers
  • Defeated troll tribal leaders and their god
  • Defeated the Lich Kings floating citadel and his right-hand lich
  • Cleansed the home of Medivh
  • Defeated a Daemon lord
  • Stomped a troll hero into the dirt
  • Defeated a power sucking Prince of the blood elves
  • Defeated Illidan
  • Restored the sunwell while repelling a powerful Eredar
  • Trudged through the snow and ice to set fire the the Lich Kings floating citadel AGAIN!
  • Killed the aspect of magic
  • Beat down ANOTHER god and the servants of titans
  • Slapped around the custodian of the titans
  • and Dethroned an undead king

/breathes

So…  Yeah. Safe to say we’ve done a lot right? but if you look at it it’s been big bads right? So why shouldn’t we feel a little powerful right?

We’ve all had those moments too, where after a boss goes down or a particularly hard fight is won where you want to stand up and thrust your fists in the air and yell in victory. I know it’s just a game, but you can’t help but feel accomplished sometimes. For me it’s those moments of the harrying first kill. My guild’s first Blood Queen (25) kill, there were only two people left standing. Me and the feral druid stood over her corpse amid a sea of raider bodies. It may sound weird but in that moment I felt really good at the kill, being so close to that wipe and trying EVERY trick I had to stay alive / res / keep someone up long enough for the DoTs to tick was heart pounding, and that kill is among the ones I savor the most. I count that as one of my heroic moments in the game, where I felt that this could see this as a scene from a movie or book and wanting to throw my hands up victorious in the air and scream my defiance at this villain that had stood in our way threatening death, and nearly delivering it in full.

In every story I’ve ever read as the main character got more powerful, so did his enemies. We are about to go up against the corrupted aspect of earth. EARTH. That little thing all of Azeroth is comprised of. Safe to assume he’s going to be something of a jerk right? So with all the class changes happening I think it’s in good form that we are starting to feel well…. uber. It fits with the progression of the game.

Also consider that encounters are changing. The way we handle fights now is for the most part pretty linear. Don’t stand in fire, don’t stand in front of the boss, let the tank get aggro etc etc. Even the current mechanics can be boiled down to simplistic measures in many cases. In Cataclysm however the dynamics of each role are changing. The mechanics of each class are changing and this is going to allow developers to make more interesting encounters.

Me, I’m looking forward to Cataclsym and all the changes. I’m looking forward to having to approach different encounters differently. I look forward to feeling like yes I am powerful, but still have a damn good challenge ahead of me. I’m looking for more spells, more encounter mechanics, harder mana regen. I’m looking forward to feeling like the team I belong to earned EVERY kill with sweat blood and perseverance. I don’t think we’re overpowered, I just think we scale with content!

So how about you? How do you feel about the changes coming? Do you think they are over powered? Do you have a heroic moment to share? A well earned kill?

That’s it for today folks, until next time, Happy Healing!

 

Priest Changes Announced! Your Thoughts?

300-shield-wall

Some of the announcements were those I had expected. But there were a few surprising ones too! Check out the official blue post!

Expected

Heal: Yep, I figured they’d bring this back. Flash Heal is a 1.5 second cast, Greater Heal is a 2.5 second cast (untalented) which means that Heal will lie somewhere in between. I remember using this spell quite a bit during my downranking days in Burning Crusade and Vanilla. But yes, that’s another direct heal for us to use. Flash Heal will be on the side in favor of Heal.

Prayer of Spirit is gone: I expected this would go too. Last month, I asked in a post whether or not Spirit would be removed. My logic was that since Spirit would become a mandatory stat for all the healing classes, there wouldn’t be much of a point in having a buff around that did that. They removed it from raid buffs like Kings and Gift of the Wild. It didn’t make sense for Divine Spirit to stick around either. Guess that answers that question.

Radiance: Wow, that seems a little overpowered. It’s like converting Glyph of Prayer of Healing into Glyph of Everything Healing. Every direct heal now has an additional heal-over-time at the end of it. I think several weapons in the game had an effect like this as well.

Power Word: Barrier: Totally called it. Although knowing my luck, it might not make it past the beta phase :(. Almost two years ago, Kestrel interviewed me and served me a helping of my own 20 questions (I haven’t done them in a long time actually and I kinda feel like bringing it back. Any ideas on who I should interview?). One of the questions he asked was what the Wrath of the Lich King 51 point talent would be like. I said:

Matt’s version – 12 seconds, channeling, 2650 mana: Draws on the spirits and ancestors of all party members of the Priest to create a large bubble, capable of absorbing 22945 total damage to players within a 5 yard radius. While the barrier is in place, spellcasting will not be interrupted by damage. Players in the party within the Barrier can not be affected by fear or silence effects. 5 minute cooldown.

Blizzard version – Who knows?

Ridiculous and overpowered? Yes. Thank goodness I’m not a game designer. But I’ve always secretly wanted some sort of group shield. Later on during the development cycle for Wrath, I remember reading a post saying that the devs wanted to introduce it, but ran out of time or something. Now it’s being pushed back to Cataclysm.

Anyway, so it looks like it’s just going to be a big shield that hits an entire group. I don’t think it’s going to be a smart spell in the way Circle of Healing was. I suspect it’ll hit every player within a single group which offers a fair degree of predictability like Prayer of Healing does. Nope, GC just clarified it. It’s going to be similar to the Death Knight Anti-Magic Zone. So it’s going to create a bubble somewhere on the ground and players that stand in it will have any incoming damage absorbed (and not just spell damage like AMZ since it’ll absorb all). Already in my mind, I can picture of myself casting Barrier on one group and then casting Prayer of Healing on a different group. Think of how many lives you’d be able to save even further on something as simple as Stinky! As for shield strength? Possibly on par with or stronger than an individual shield.

Internet? Can I get an internet fist bump?

Deep down inside, there’s a little me that’s screaming “Yay! Blizzard liked my idea!” but I know better. It’s probably a spell that someone deep in the dev team already coined and it just happened to be a coincidence. I’m glad to at least see that there are plans to introduce it.

Unexpected

Leap of Faith (I’m calling it Life Grip though): Oh my goodness, a defensive Death Grip that Priests can use to pull compromised players out of fires! I can see a ton of intriguing abuse for this especially in PvP. Need to get the flag to safety? Have them run below the graveyard and Life Grip them up. But yes, I can certainly see the application in raid environments. It’s got a 45 second cooldown so it can’t be too abused. Note how it says that it’s expected to help rescue players who have pulled threat. I wonder if it functions as a minor threat lowering ability. The problem now is that I foresee other players complaining and saying “Well why didn’t you life grip me out?!” and opening yet another can of raid worms.

Inner Will: It’s various Mage armors for Priests. Sort of. This one increases movement speed and reduces the cast of instant-cast spells. It’s either Inner Will or Inner Fire. I suspect in most cases, we will use Inner Fire. During phases where we need to hustle, we’ll switch over to Inner Will. I wonder if it’ll stack with Body and Soul or the 85 equivalent of Tuskarr’s Vitality.

Holy Form (sort of): There’s a new talent that tips Holy Priests into a super-saiyan form when they chain cast Prayer of Healing, Heal, or Renew three times in a row. The effect will vary based on which spells have been cast. Perhaps a stronger AoE heal, a stronger single target heal, or harder hitting ticks from the Renew? Nice to see them add some more interesting effects for the Holy Priests. [Edit]: GC also stepped in and elaborated further saying that the talent (called Chakra) allows the Priest to temporarily specialize in something like tank healing, group healing or even Smiting.

Lesser Power Word: Shield: It hasn’t been confirmed as being in the plans for Cataclysm yet, but it’s something that has been discussed. A second (and slightly less potent) Power Word: Shield that’s exclusive to Discipline only. The aim is for it to be used on multiple targets. I suspect it’s been inspired by the massive shield casting style of raid healing Discipline Priests and this does make sense. At the moment, Discipline has limited tools in handling AoE or raid wide damage. We had to rely on establishing massive shields before the attack hit and follow it up with a Prayer of Healing or something. Since Mana management is going to play a more important role, shield spamming wouldn’t be a viable option anymore unless a smaller Shield was introduced. Interesting idea!

Actually, if you look at the Mastery Passive bonuses, you’ll see Absorption is listed under Discipline. Conclusion? Increased emphasis on Power Word: Shield (and the lesser one if it’s in the game), Power Word: Barrier, and the various Divine Aegis bubbles.

Our Shadowy brothers got an interesting mechanic change with the introduction of Shadow Orbs. Reminds me of the little floating things that Troll Priests used to have back in the day. Anyone remember those?

Okay, time for bed. Tomorrow’s Raid Rx on WoW.com will have a full analysis of the dispel changes, and what the Shaman and Priest proposed changes will look like in future Cataclysm raids (at least, in theory).

Changing of Dispel Mechanics

These changes went up the other day and are altering the way us healers do things. I gotta admit, I am more the intrigued in how the system is being set up. Here’s the summary:

  • Druids will be able to dispel defensive magic, curses, and poison.
  • Paladins will be able to dispel defensive magic, diseases, and poison.
  • Priests will be able to dispel defensive magic, offensive magic, and disease.
  • Shaman will be able to dispel defensive magic, offensive magic, and curses.

This leads me to conclude that upcoming encounters in Cataclysm will revolve primarily around removing magic. Also, is anyone else a little confused about the way they’ve worded defensive magic and offensive magic? I’ve read it as all classes can remove magic debuffs on friendlies while Priests and Shamans can remove magic buffs on enemies. I did have to think about that one for a good minute to make sure I had it right.

How this affects raid utility and healing

* Protection and Retribution paladins will lose their current ability to dispel magic.
* All shaman will lose dispel disease and dispel poison in exchange for Restoration gaining dispel magic.
* Restoration shaman, Restoration druids, and Holy paladins will need to talent into their defensive magic dispels.
* Shadow priests won’t be able to remove disease in Shadowform.
* Mage, hunter, and warlock will retain their current dispel mechanics.
* Body and Soul remains the same, and basically any dispel mechanic not mentioned above is currently planned to remain as it is.
* When possible, we’d like to combine dispels into a single action. For example, the druid ability to dispel curses and poisons might be a single spell with a Restoration talent that also allows it to dispel magic. This part of the design isn’t finalized, however.

On encounters like Rotface, I’d usually ask a Prot Paladin to handle dispels since they’re the ones on the outside anyway (on 10 man at least). With this change, this means that I’ll need to assign a healer to take care of that. It shouldn’t be a significant problem at all. What it means is that the healing “bandwidth” is going to get a little clogged up more with extra dispels that need to be done.

To be honest though, I don’t foresee it being a serious issue. As a reflex healer, I’m already spending my GCDs on player dispelling anyway and on some fights, I like to have a fun competition on the dispel meters to see who can squeeze off the most and the fastest.

For example, you know that guy in Warsong Gulch who just sits around while the rest of the team is killing the opposing flag carrier but is just spamming the space around the carrier with right clicks and your jaw drops in amazement when they return the flag even though you could’ve sworn you got to it first?

Yeah, that’s me!

I’m also thinking that encounter mechanics will change so that poisons, diseases and curses won’t be as punishing to the raid unless you’re on hard modes. My expectation is that debuff mechanics will simply need to be healed through since if you don’t have the class composition to cleanse it, there isn’t much that can be done. With the pool of available dispellers narrowing, there is a greater emphasis on healing teams to contain at least 1 healing class of each type. Just having the classes alone aren’t enough since non-Priests will need to talent into the ability to dispel.

As for PvP, I’m not too sure what effect this change alone will have. It’s going to make things increasingly tougher, I would imagine. But let’s not forget the increased stamina change coming to all the classes. So for example, while that Rogue you’re engaging has all his poisons on you, I imagine it wouldn’t be as deadly at 85 as it would be right now in the game.

Don’t forget about the Cataclysm class information changes. They’re coming out with them tomorrow (at least for Shamans and Priests).

Blizzard – “Let healers DPS?” Good Idea?

Can you hear it?

There’s a gentle hum in the ether. It’s a grinding of cogs and a rattlin’ of nuts and bolts. It’s the sound of the WoW developers thinking about us healers. Yay, they’re showing us some development love! Ah, but this time, they’re thinking about getting us to DPS. Wait, wut? I’m a healer, not a DPS! That’s like the antithesis of healer, right?

Well, that was my first thought when I read Ghostcrawler’s musings, over on MMOChampion. I’m not going to regurgitate the blue tracker verbatim here as you’ve probably already read it, but for reference the basics are that the devs are thinking about giving us healers some DPS utility. It sounds like their current plane of thought keeps healers away from having a duty to do X damage in a group setting but enables them to do some damage if they want to. That is, enabling us to damage things might make things a bit faster for the group in a Heroic, say, or fun for us if we fancy it.

Of course, this is all speculation at this stage, and there’s nothing  concrete now or definitely going to happen in the future. But if it is an option then it got me thinking. How would I feel, as a healer, about having new and improved DPS options?

The power! Now that you mention it. I mean, we don’t know any details of how much damage they’re thinking we might be able to do. But come on – having your group’s cute, fluffy priest patch the team up and then turn round and smite ye monsters seems a bit well, Heroic. The fluffy priest would be worth the utility of two single-role players. That sounds a little over-powered to me, or at least like a back-door into Hero class status. “Uber-healer” perhaps.

I’m sure the devs have already thought of the potential of too much power, too much utility. Powerful healer class also able to kick out a believable impression of another role? Surely not. So perhaps we’re going to see some kind of power trade-off. A glass ceiling on our healing capabilities to make room for DPS utility, so we’re not too good. Perhaps that ceiling will even be customizable, so that you can decide how much or little you fancy being able to DPS – in return for being a slightly less capable healer.

I wonder whether this could lead to a whole new breed of hybrid. I’m not just talking about a hybrid class, or role, made by Uber healers – although that could happen, exponentially more if it were to be customizable. I’m talking about a hybrid player type. I’m willing to bet that not all healers want or much care to be able to DPS. I know I don’t, for one. Personally I think that healing classes should be about restoring health, not subtracting it. I also think if that’s what the class’ or spec’s lore is centred around, a lot of healers might have a problem with doing damage. Mimetir herself would, as tree. Zap the enemies? No, that’s what lazer-chicken form is for.

Saying that, I’m sure it’d be fun for some healers, and there are probably healers all the way along the spectrum from “meh” to “w00t laz0rtree here I come!”

Either way we’re getting into the battle-lines drawn up between “spec ret if you want to DPS” and “healers should contribute as much as they can”.  Both are fair sides, and the latter gets me thinking about mechanics. An Uber healer putting out twice the threat to usual? Think of your holy pally dropping some huge heals and then nuking the mobs with something suitably vengeful. That’s either going to be one dead Uber-healer, one twitching tank or one game play mechanic in need of serious tweaks. So that the players don’t, you know, break.

Not to mention the brief fate met by a PvP mage who’s missed the patch notes and has just met his first Uber healer in Warsong Gulch. Or team of them in the arenas. I know I wouldn’t be amused if I was that mage, particularly if I then found the battlegrounds were overrun by these new Hero classes. Oops, Uber healers.

It also occurs to me that whatever it does or doesn’t do to healers, cataclysm does bring with it a drive to get us all to start new characters. Do we really want the capital cities to be filled with fluffy but overpowered priests months down the line? Imagine the looting.

So what do you think? Do you want to be able to DPS as well as heal? Do you see any problems with the idea? Or do you have anything you’d really like to see done with it?

This is a post by Mimetir, a druid of a raidleader on The Venture Co. (EU). You can find my twitter feed here.