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7-04-2010 @ 12:45PM
Remember, health pools will be a great deal larger in Cataclysm and damage less spikey. It's possible that it'll just be hard to keep people alive without these big heals to fill out those inflated health bars.
7-04-2010 @ 1:23PM
"Remember, health pools will be a great deal larger in Cataclysm and damage less spikey. "I wouldnt count on this so much. They've said it since/before BC. "Less spikey damage to tanks", "more health". More health just comes no matter what anyway and its just clever move to call it feature (wich I dont want to comment about too much to cause too much fanboy rage).Yeah call me pessimistic but they have said this for years now and they would have to convince me with more than words to show it will be "less spikey".
7-04-2010 @ 2:43PM
@ValtJust go look at the gear. It has redonkilous amounts of health on it (+500 stamina on 80 greens). They aren't just doing this to make tank healing nicer, but also to fix PVP by making player DPS a fraction of player health pools to slow the whole thing down.They screwed tanking in Wrath because of unlimited healer mana. Which they are also fixing by moving all healers to the same mana model.
7-05-2010 @ 12:24AM
I honestly don't know what to think of this yet. It goes both ways in my head:On one hand, with bigger health pools and less spiky damage, Blizzard can more easily design encounters and add other features/techniques on fights, rather than the almost constant "this happens and now you have to heal a lot or you wipe" model that applies to almost every boss. We can have things to do that involve more than beaconing the tank and HLing the other to... life. This could be a very good thing. On the other hand, this could be very bad. One of my favorite things about healing as opposed to DPSing is the constant pressure it puts, and fighting to pull the tank and raid back from the brink of death is something that a damage rotation on a boss has never been able to match in fun for me. From the sound of it, they could be turning healing from a passive, dynamic role to something comparable to dps. If it ends up like that, I don't know if I would care to do it anymore.Hopefully I am surprised in a good way but simplification, although nice to attract a wider audience of gamers of varying skill, doesn't always prove the best option.
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