If that’s the case, then the overwrite-able (de)buffs should be the last one they’d consider. This is how I came to a conclusion that they never consider anything that’s not 8-man savage/ult when they make these sort of decisions.
Aside from questionable pick, my other problem with these new follow-ups is the fact they are pressed so little amount of times or condensed to one specific type of period in a fight.
With how the community acts with numbers and rankings, it gets even worse.
Let's take the chaotic raid for example. Taking into account that there's 24 people hitting into buffs, and Chain lasts 20s, so that's about 8 GCDs under the buff multiplied by 24 people. If you get a SCH in 2 alliances and one chooses to delay their Chain by 1 minute, that's an overall gain......BUT the SCH who chooses to delay will see their numbers suffer, because there's less big hits placed under their buff at 1 minute in and they didn't put their big 2 minute hit under full alignment as well. This leads to people just overwriting each other every 2 minutes for the better personal numbers even though it leads to less party damage overall.
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
It seems like they looked at follow ups that actually worked or flow with the rotation and decided that worked for every skill when it didn’t
An example is star prism as a follow up to starry muse which does work as a follow up because it also functions as one of the 5 spells you put under hyperphantasia to proc rainbow bright. The VPR skill that procs a second reawakening (serpents offering?) also giving a rattling coil stack I’d argue is another
It seems like there are jobs that they did make it work so they haphazardly stuck it on every job without really understanding why it worked on the jobs that it did work on
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
really just adds to the notion that healers are an afterthought
Because their DT job design idea is not 'lots of followup OGCDs' when it comes to Healers, it's 'give them one more damage button, but only to use in the 2min window so it has almost zero impact on the overall rotation'. WHM's isn't even an OGCD (Glare4)
Div>Oracle is a particularly egregious offender. 'We have removed the RNG from the cards, because it didn't feel good to players that they might draw the 'wrong' card in their burst window. Players will suffer their quota of bad RNG via a system they cannot control (whether Oracle crits or not), instead of the one they had some influence over (redrawing/spreading/MA'ing cards)'
If they want to 'fix' Oracle, they could make it hit 12 times (cos it invokes symbolism of the Twelve), that way the DHit/Crit chance is smoothed out across the hits instead of the 'all or nothing' it currently is
Not them (or maybe I am, we're all alts of each other apparently), but A: again you're on about Retail WOW, and I was using Vanilla/Classic as an example, B: some of those links are just things like 'what is the ratio of healers to tanks google' which gives you the answer 'it's 1 Tank, 1 Healer, 3 DPS for a dungeon party' which... has already been mentioned in the thread and doesn't really prove anything, C: only the youtube video actually breaks down the data by SPEC, the others just say 'what class', and when you have the ever-popular Retribution Paladin (DPS) being logged as the same 'class' data as the not-so-played Holy Paladin (Healer), it messes the stats up. Especially for Druid, as they have FOUR specs (Caster, Melee, Tank, Healer)
Lastly, D: Here's some stats for my point about Classic. From about 2 months ago, a reddit post with some census addon data (Aliiance side):
From left to right for classes, you have:
Warrior (Tank/DPS, both work very well)
Paladin (Tank/Healer/DPS, but playing any spec but Healer is 'meme tier' so most picking it will be Healer. Brings 5min duration buffs called 'Blessings', such as increasing attack power, increasing MP regen, or decreasing threat generated)
Hunter (3 DPS specs, gets a pet companion, very popular)
Rogue (3 DPS specs, star of many Warcraft AMVs back in the day due to being able to 100-0 someone in PVP before they can even get out of CC)
Priest (2 Healer specs and one DPS, will be played as a Healer mainly due to Shadow being 'meme tier' damage (though some raids run one Shadow just for the raidbuff it brings))
Mage (3 DPS specs, the best goldfarming class and one of the fastest at levelling, always popular)
Warlock (3 DPS specs, not as popular as Mage, but it can summon allies to their location with Ritual of Summoning, and in a game where you have to run to the dungeon entrance to enter it, that's pretty neat)
Druid (Tank+DPS/Healer/DPS specs, the Tank/DPS spec is a 2-in-1 and isn't completely terrible but most raids prefer to just have 2 Warriors as the tanks. The pure DPS spec goes OOM faster than a RDM on res duty, so it's a meme. The Healer spec is also a bit of a meme (due to being HOT focused, but the HOTs don't stack with other Druids unless you use different spell ranks), but it's the most functional of the three)
And the Horde side from that same server:
Again, from left to right:
Warrior (Tank/DPS, both work very well)
Hunter (3 DPS specs, gets a pet companion, very popular)
Rogue (3 DPS specs, star of many Warcraft AMVs back in the day due to being able to 100-0 someone in PVP before they can even get out of CC)
Priest (2 Healer specs and one DPS, will be played as a Healer mainly due to Shadow being 'meme tier' damage (though some raids run one Shadow just for the raidbuff it brings))
Shaman (2DPS specs and 1 Healer, mainly played as Healer due to its incredible throughput AOE healing via 'Chain Heal'. Brings 2min duration AOE buffs via Totems, such as increasing stats, decreasing threat generation, or auto-cleansing debuffs)
Mage (3 DPS specs, the best goldfarming class and one of the fastest at levelling, always popular)
Warlock (3 DPS specs, not as popular as Mage, but it can summon allies to their location with Ritual of Summoning, and in a game where you have to run to the dungeon entrance to enter it, that's pretty neat)
Druid (Tank+DPS/Healer/DPS specs, the Tank/DPS spec is a 2-in-1 and isn't completely terrible but most raids prefer to just have 2 Warriors as the tanks. The pure DPS spec goes OOM faster than a RDM on res duty, so it's a meme)
And why not, here's a different site's chart for the server, with both factions combined:
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If we then assume that the majority of Druid/Paladin/Shaman/Priest players are playing that class as a Healer, and that every Warrior is a tank (god I wish), the roles would stack up like this:
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Even if we took an estimate of, say, 50% of Warriors are playing DPS Warrior only and absolutely refuse to Tank (it's probably closer to 75% that refuse to tank but let's be generous for the example), and that about 25% of each of the Healer spec players are playing their scuffed 'meme tier' specs for whatever reason (eg Boomkin, Ret Paladin, etc.), then the Tank column is still vastly lower than the Healer one. There's no Healer population issue in that particular MMO.
Of course, it's a recreation of a 20+year old version of the game and has been mathed out almost completely, such that we now know that 'Shadow Priest has horrid MP issues, if you pick Priest you should expect to be playing as Holy and Healing at endgame', so I imagine that the example doesn't count in your mind
edit: looking at one of your links again:
And in the video you linked (with the spreadsheet), I went through and added up the %s for the specs in each role, and got Tanks at 16.12% total, and Healers at 21.74% total. Bearing in mind that Tanks and Healers occupy one slot in the dungeon group of 5 for the content the data was pulled from (Mythic+), the ideal result is that those two roles make up approximately 20% each. So Healer, according to the data for that content, in that particular Season, was overperforming in pickrate slightly.
Also, these two things in the edit are referring to actual Retail WOW, not Classic. Please proofread your citations because they damage whatever argument you thought you were making
Last edited by ForsakenRoe; 01-31-2025 at 01:27 AM.
Playing through Dawntrail MSQ again to level an alt character, and I couldn't help but notice that, when playing as a DPS for the 93 Dungeon (the mountain one), Alisaie takes on the Healer duties there (despite Krile being present, and still presumably knowing how to be a White Mage?). Anyway, as a Healer-RDM, Alisaie keeps the team alive with Vercure, Vercure 3, and VerMedica2. That's all she needs, to cover the required healing for the dungeon. Beyond that, when healing isn't required, she's able to use the Ver-magics to attack (Fire/Stone/Aero/Thunder), and still has access to the melee combo finisher/gauge spender.
So my question, I guess, is: Why can't I play as a Healer with that kind of 'healing action:damage action' kit balance/ratio, if the Trusts (which are designed to be far more simple in what they do, so as to be more 'predictable' in their output) are apparently capable of it?
iirc she does state her conjury's not nearly as good enough to do it, so I'd imagine she's still only around lv70. CNJ Y'shtola also doesn't have any free healing tools while her dps kit acts like she has some kind of gauge for powerful spells too.
It does make me think that's the healer design they want to go with, but are way too afraid of offending someone to actually do it. The JP boards still get complaints from players who run into dps-chasing SCHs wasting every aetherflow they get on Energy Drain (which I think is a condition that got worse from the 1.5s broil), and whenever I try to bring up dpsing in there, I get shot down because it's assumed hard content will be balanced to require them to fully use that dps kit.
In recent weeks I’ve noticed the resurgence of what I’m gonna term “the WHM problem” (yes I hate WHM how can you tell) in which an extremely large subset of the playerbase when referring to healers either positively or negatively point to a feeling of “power” or “strength” with WHM.
I’m sure you know the comments I’m referring to- the “it has so many HUGE heals” and “the blood lily just feels so satisfying” despite by every healing metric possible WHM is the absolute worst healer and people find it “easy” because playing it literally forces your cohealer to work harder to compensate for how useless WHM is.
When you have such a disconnection between people’s perception of the power of a healer and its actual relevance what incentive does square have to actually make the other healers unique and powerful; I mean SCH’s healing kit is already 80% of the way there on the “interesting and powerful front” and yet people still think playing “it goes in the square hole” “solving” every mechanic with rapture while the shield healer is running around in a panic trying to do both healers jobs at the same time is the definition of “powerful”
I’m becoming more and more convinced (similar to right back in SB) that nothing will change with healing design until something manages to pull back the curtain for these average players and shows them how garbage WHM actually is or the reverse where fight design changes so that WHM stands on its own two feet and all healers move forward together rather than the current design of WHM being an enforced burden on the shield healers who’s crying wishing for an AST or the other shield healer
As a healer main in this game for nigh on 14 years all I can say is that I’m tired. My role has been eroded of complexity and expression for 3 expansions. I’ve watched the tanks do my role for me for 2 expansions and my feedback and critiques continue to fall on deaf ears.
I have no idea who modern healers are designed for but I know now it’s not me. This is the first expansion I’m truly considering dropping the healer role and not returning, so if that was the goal- congratulations I guess
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