What's up with healers?

lokah

Legend
Decided to play for the first time this patch, Decide to take a break from f2p because I was thinking it was going to be a shit show since high end enchants were available. Anyways I had a hard time trying to keep my team up, Have they nerfed resto druid healing or was it something else? Thanks in advance.
 
i find it challenging to play heals at times but right now I'm having this fetish with my warlock and my mage . arcane is really fun and has this unique feel to it where i have to hold back the urge to spam arc blast and cc at times that i really enjoy . back to the note of heals though . yeah its challenging but fun . its almost back to the point of data where i would only heal from bushes and struggle immensely to keep 2 ppl up as a druid . its pretty fun . but also the number of healers id say has gone down with the patch lately .

then and again i haven't played that much lately so i don't know much
 
Priest is my favorite healer this patch since you can pretty much peel melee classes off your ass by yourself and keep up good heals. Shaman is the most durable of healers I've experienced, but since they don't have a great counter to rogues, so its sometimes difficult without peels. I've had the most success/fun healing with those two
 
Heals got nerfed an additional 10% in terms of battle fatigue last patch, so that may be something you're experiencing... i think a lot of healers died out with the nerf to healing and the continuous buffs to DPS.
But, as anyone who has played f2p for a while, you know you just have to stick things out and they will get better :)
Best of luck on your druid mate.
 
Going from 45 to 55% less healing received is actually a 18.18% nerf for actual healing received, since it's based on the same idea as resil.

If you went from lets say 60% to 80% it would actually HALF all your previous heals, since it's more about the remainder than the plain %.
 
I leveled a hunter to 24 last week becuase I heard that the 20-24 twink bracket was a lot bigger than 15-19. I've played a few WSG's and I've been noticing that in almost every game that there rarely are more than one or two healers. I usually end up killing people at GY because I can't stay alive in mid battles. Yesterday I started leveling up a druid simply because I want to be able to have some inpact in bg's.
 
As it is currently, damage classes simply outdamage healing received. The overabundance of rogues and the fact that there's usually at least one rogue waiting in stealth to kick you further adds to the flavor. It's impossible to keep people alive without a backup healer or two. But I guess people QQing about healers got their wish granted, so let them enjoy the patch. ;)
 
Going from 45 to 55% less healing received is actually a 18.18% nerf for actual healing received, since it's based on the same idea as resil.

If you went from lets say 60% to 80% it would actually HALF all your previous heals, since it's more about the remainder than the plain %.

Not exactly sure how you're deriving 18%.

It's my understanding a 55% reduction to healing is 55% reduction to healing. Resilience is a reduction to damage. They are only equivalent if damage and healing scale equally, which they don't.

What I'm seeing on my h.pal is what healed for 700 last patch now heals for 300, excluding additional healing debuffs. By comparison, I'm seeing serpent sting ticking for 100, explosive shot hitting for 250/tick, shield slam and slam at 600 (all noncrit) , aimed shot and ambush at 1100 all from non fully boaed 20's. (ot footnote: serpent sting ticks for more than all lock dots combined with similar gear).

Essentially you need 2 healers to do the work of one last patch all things being equal. Unfortunately, things are not equal as hunters and rogues make up about 70% of all matches I've seen recently and 24's seem to be more and more common. The net effect is that healers in a pug need to be better than they used to in order to add more value than just another hunter.
 
I leveled a hunter to 24 last week becuase I heard that the 20-24 twink bracket was a lot bigger than 15-19. I've played a few WSG's and I've been noticing that in almost every game that there rarely are more than one or two healers. I usually end up killing people at GY because I can't stay alive in mid battles. Yesterday I started leveling up a druid simply because I want to be able to have some inpact in bg's.

not-sure-if-serious-or-just-trolling.jpg
 
I put it wrong. My hunter has sick dps and can duel almost anything. But that's it. I want to hav more to do than killing people mid all day.
 
Not exactly sure how you're deriving 18%.

It's my understanding a 55% reduction to healing is 55% reduction to healing. Resilience is a reduction to damage. They are only equivalent if damage and healing scale equally, which they don't.

What I'm seeing on my h.pal is what healed for 700 last patch now heals for 300, excluding additional healing debuffs. By comparison, I'm seeing serpent sting ticking for 100, explosive shot hitting for 250/tick, shield slam and slam at 600 (all noncrit) , aimed shot and ambush at 1100 all from non fully boaed 20's. (ot footnote: serpent sting ticks for more than all lock dots combined with similar gear).

Essentially you need 2 healers to do the work of one last patch all things being equal. Unfortunately, things are not equal as hunters and rogues make up about 70% of all matches I've seen recently and 24's seem to be more and more common. The net effect is that healers in a pug need to be better than they used to in order to add more value than just another hunter.

I don't think you're quite getting what I said.
I was merely making a comparison to how resil works with a remainder of %.
Of course 55% reduction to healing is 55% reduction to healing, I was merely pointing out that going from 45 to 55% is not a "10% nerf".
A heal was normally reduced by 45%, but if you go from 45 to 55%, it's a % based on the remainder.

So 55 / 10 is 100 / 18.18 rounded up, making the heal 18.18% less effective than before.

The resil story was to compare and help you understand.

Going from 40 to 50% resil would decrease remaining damage taken by 1/6th, meaning 16.7% less damage taken than before.
Going from 50 to 60% resil would decrease remaining damage taken by 1/5th, meaning 20% less damage taken than before.

Increasing returns.
 
dmg class cannot out dmg a healing class when equal lvl gear and skill is placed.

idk . i seem to eat through any healer outside of pallies like birthday cake on my warrior . throw in speed pots and worsen racial no druid will live .
 
idk . i seem to eat through any healer outside of pallies like birthday cake on my warrior . throw in speed pots and worsen racial no druid will live .
Well, warriors are special, outside slamful abilities.

A healer with battle fatigue plus Mortal Wounds would feel like battle fatigue is actually 66.25% instead of 55%: 1-(1-.55)(1-.25)=.6625

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With regards to healing, I'm unsure about the other classes, but I've barely been able to survive and heal through 1 24 surviv hunter's focus dump and DPS (as a disc priest with BoA staff) while he misused his/her interrupts.

Damage and healing-wise, 5.4 reminds me of cata (except P2P enchants/scrolls are even more absurd [at least we can spell hit-cap vs those P2Ws), and 2 to 4 (BiS) healers (with DPSers who can peel and/or actually execute foes) in a team still help win games against full-DPS teams, much like how that helped counter PuGs full of hunters in cata.
 
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