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9-07-2010 @ 7:59PM
Considering Mana is a problem, is anyone going to take anything but Int and SP for their healers? Surely healing being more expensive means you want more healing 'currency' to spend?If blizzard really wanted healing to matter, they should have made Spell power the key stat so that you needed enough to make your heals good, but not so much that you didn't have enough mana to start off with.As it stands, heals are too expensive and we only have that Meditation crap to fudge things into place. :/
9-07-2010 @ 9:06PM
Spirit is the stat that gives you in-combat regen, which is really important for a healer.
9-07-2010 @ 9:14PM
Maybe for you, MADAM... but I am a great and noble Paladin and I worry NOT about Spirit and other silly things you might discuss in tree Club! I just spread my Holy Love (HL HL HL HL HL HL HL HL HL) everywhere and everyone is healed.... aaand in many cases over-healed... but my companions don't die thanks to my genius...The thought of Spirit makes me want to throw up. It was nice that classes had different methods of regenerating mana. Just because something was overpowered doesn't mean it wasn't the right 'way'. Why not have Illumination work properly for Paladins (i.e. balanced) and have a sensible Divine Plea?Honestly, IS THERE no real difference in healers nowadays? You cast Heal, I cast Holy Light. Same regen, same throughput, same solution to any given problem.I just wonder if they're changing everything too much too fast.
9-07-2010 @ 9:48PM
@Jez i definitely agree that blizz has taken this new design paradigm a bit to far. When first announced they were essentially saying that all your heal spells would cost significantly more so that you had to make more choices with your toolset, and that certain spells would be tweaked to work better. Some how, at some point along the way, 'spells should cost more' became 'all healers need the flashheal/heal/greaterheal model' The end result being a class that feels both stunningly awkward to play, and totally divorced from the feel of the class over the last 5 years. Nourish costs less at 83 than it does on live, and every other spells costs nearly 8x more (10x in the case of rejuv). The end result is so jarring because it feels extremely inorganic, the whole experience plays like your trying to be a priest but none of your spells fit right. There was nothing inherently wrong with the way our spells were set up in wrath, there simply wasn't enough incentive to cast things besides rejuv in a world where Shamans could spam chain heal and snipe any direct healing you did all day long at 4x the efficiency. The vast increase to rejuv's cost makes sense, as does the increase to wild growth, what doesn't make sense is regrowth, why is efflorescence tied to a spell that the stated intention is for us not to be casting very often? Why does it cost 3500 mana at 83 when nourish only costs 400? Why does greater he- i mean healing touch cost 4000 mana?In my opinion, regrowth needs to see some design change it needs to decide what on earth it wants to be. More (perhaps most) importantly the Hot requirement for nourish needs to go, there simply are not enough GCDs to effectively keep the tank alive and any errant DPS when you have to cast a rejuv every time you nourish a new target. Not to mention that it effectively raises the mana cost of the spell, to nearly that of regrowth which seemingly defeats the whole purpose. In the end healing a dungeon currently feels more like a fight with your own spells rather than internet dragons: a decidedly bad thing.
9-08-2010 @ 1:55AM
I, for one, think the limited mana is a horrible idea. At level 85, a Champion of the Frozen Wastes of Northrend, Adventurer to Outland, Conquerer of two Old Gods, Destroyer of the Lich King, Agent of the Dragonflights, and Challenger to Deathwing, I'm left wondering... why in Elune's name should I EVER go OOM? Shouldn't my character's worth at this point in the fight be based on skill and how hard I'm hitting/healing than whether or not my mana will last long enough? We're not gods in-game, but we're damn powerful. Mana at level 80-85 should not feel like that alt you've been running as a healer just past level 20. You know, when if anything slightly major happens you have to drink after a pull or two? The entire design philosophy is ridiculous.That being said, I have to say this. As a constant supporter of Blizzard and critic of the nay-sayers of Blizzard, I have to say... they really just don't have a clue. The world in Cataclysm looks fantastic, but that's about it. The druid design team is doing a phenomenal job if their goal is to destroy the class. So swipe has been nerfed to actually make a reason to use our new aoe bleed? I'm still waiting for the explanation as to why we needed a new aoe tank ability in the first place with this new de-emphasis on aoe tanking. Why do priests have the HOT mastery? I thought HOTs were the druids' forte? Regrowth as a flash heal? 6 second HOT uptime on it? Regrowth was specifically designed to NOT feel like that. Hell, I could say that about the entire druid class! Blizzard says that they count it as a success when someone on the forums mentions how different the dps classes feel to each other (hunters complaining about the recent aoe changes for them), but then promote total homogenization among healers and to a large extent tanks? Even to the detriment of the class? Too much is being changed for change's sake. Complexity is being added to the game for no reason other than to add complexity, yet that complexity doesn't seem to be getting along with making the game simpler, which was a stated goal. Blizz should take what has worked in Wrath and run with it, instead they're breaking things that were tried and true to attempt to fit radical, unnecessarily huge changes to things that didn't work.I'm sorry, but the more I see the more I think that a very large portion of the development team just needs to be fired. Bravo to the artists and world designers, and to the quest designers, though.
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