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11-16-2011 @ 6:14PM
I think mana should be a healer-exclusive resource (well, healer and Arcane Mage). It's really there as fluff for everyone else, with Ret/Prot Paladins, Balance Druids, and Warlocks having it downplayed for more unique resources. Shaman, Mages, and Shadow Priests all have implicit resources (Maelstrom Weapon, Shadow Orbs, etc.). It would be great if all DPS mana users could get a UI for their resource and downplay the mana (though it still needs to be there, to limit healing spells).
11-16-2011 @ 6:31PM
great, you want healers stuck with a crappy resource system, but dps should not? Why is it ok for DPS to always be able to attack, but healers not always be able to heal? As soon as they give you exhaustion to melee so they eventually cant swing their weapon, I'll live with mana quietly.The onlly resource which makes any sence is energy. You get to spend it a constant rate, you can burst it down, but have to pay a price of energy starvation for higher performance for short periods. You can pool it if you know you need it soon so you lay off a bit to save for incomming burst.I had high hopes for panda healers being energy based healers. Oh well, should have known Bliz would not try something innovative.
11-16-2011 @ 6:35PM
I never said mana was crappy. It is compelling for healers. Healers and damagers don't have the same gameplay. It works well for healing, but I don't think (and Blizzard seems to agree) that it works well for damage at all.
11-16-2011 @ 8:57PM
Active resource systems are not really desirable for Healers because healers are too reactive. While they are not as reactive as in WotLK days, they still have to react quickly to things the boss do on a very constant basis. The added delay of actively generating resource X to be able to use heal Y would drastically change the game for healers.Not that it's impossible to change. It can be changed, and there are other games where healers have active resource systems. But Blizzard would most likely have to re-design pretty much every piece of group content to account for a potentially way bigger delay between the healer noticing something is amiss and the heal landing.It would most likely also require healer throughput to be way better controlled than right now, to avoid the issues that arise from healers never truly running out of their resources.
11-16-2011 @ 10:36PM
@sharlatan: "The onlly resource which makes any sence is energy. You get to spend it a constant rate, you can burst it down, but have to pay a price of energy starvation for higher performance for short periods. You can pool it if you know you need it soon so you lay off a bit to save for incomming burst."So...mana? You get to spend it however you want, but you go OOM if you spend it all in a burst? You can conserve mana if you need to save it for incoming burst?@DarkWalker: "Active resource systems are not really desirable for Healers because healers are too reactive. While they are not as reactive as in WotLK days, they still have to react quickly to things the boss do on a very constant basis. The added delay of actively generating resource X to be able to use heal Y would drastically change the game for healers."There is a system that mirrors this in concept at the moment - look at Shamans with Telluric Currents. There are schools of thought that Shamans should essentially forge everything out of spirit into crit, spec into 3/3 Elemental Precision, and rely almost completely on Telluric Currents for meaningful resource generation. Encounter design suffers a bit in this regard, as this build isn't particularly good or not really viable on fights such as Baleroc. But certainly it's not impossible and TC gives us insight on how it works and how it would play.
11-17-2011 @ 6:08AM
I think it's possible something like the hunter Focus system could help healers. Resource slowly regenerates on its own (which it already does, thanks to spirit). Starts and full and you can burst it down if you need. The slow, cheap and light heal could generate the resources, and the big slow heal and the short expensive heal could consume them. Just as a baseline. Something like a druid's lifebloom might even be resource-neutral, with the "cost" coming from the opportunity cost of not casting a resource-generator.
11-17-2011 @ 12:40PM
I would counter that Mana is not even compelling for healers. The timeframe over which it has to be spread is so large that it's open to HUGE amounts of variation.Consider a fight with no enrage timer. Assuming the raid damage is low enough, the fight can run indefinitely.Think about when something unexpected happens, like a healer getting taken out of the fight temporarily. The other healers have to step up and use less efficient heals, and then things seem to be fine... until much later in the fight, when everyone suddenly runs dry.Consider how critical regen cooldowns become. You HAVE to use them on-cooldown, hence encounters are designed around such, and they become mandatory. Is a mandatory ability compelling or fun?Mana doesn't need to be removed, it needs to be split. The efficient abilities (your small heal) should be endless. They can't keep up with damage, anyway. Your big heals should be centered around a secondary resource which IS limited, such as Holy Power or Monk's Forces. If they want the appropriate playstyle to be a specific balance of efficient vs. powerful, I can't think of a better way to do it.Also on that note, wouldn't it be nice if our efficient heals were channeled spells? No spamming, just channel until you need to cast a real heal.
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