Raid Rx: Can healing be diversified further?

Greg "Ghostcrawler" Street (lead developer) published a developer blog post a few days ago and shared thoughts about roles within the game. DPS classes tend to have multiple specs that can be switched to in order to provide a different set of damage spells and utilities. Some of the examples cited included warlocks and rogues, since they're straight DPS classes. Would it be possible to hypothesize and think about single-role healing classes with varied specs? While I don't think it is unheard of, I can already think about the different logistical and gameplay difficulties that are going to come with it.
For DPSers, you have that role divided between those players in the ranged group and those belonging to the melee. With healing, you're limited with just being purely at range. There isn't a classified melee-only healer (and we don't know entirely how the monk will play out).
The problem with having a melee healer is that there can be multiple targets up at any time, and it can be hard to track down which player has taken damage and where they are in relation to you. I've had some experience playing a DPS class. In fights where there are multiple mobs involved, I might periodically lose track of which mob should be taken down first. Healers don't exactly have that much of a luxury because there's no time to keep moving marks around to designate healers. It isn't practical have nameplates and go from person to person as needed to heal them back out of lethal damage range.
There is only one class in the game right now with two talent trees solely dedicated to healing. Priests are fortunate in that regard. Players who are interested in healing as a priest get their choice of two specs, which can both be used effectively to keep the other players alive.
Looking at the different models, we can make a few observations about how they would play out for healing classes. Before we proceed with the discussion, let's make the assumption that it is entirely possible for multiple healing specs within a class.
Model 1: Equality For the most part, this is the model that's currently in the game. Across the different healing classes, you could bring in any combination of healers and specs and accomplish the goals. Certain raid encounters and bosses might promote the strength of one class over the other, but they're all expected to stay within a reasonable performance level relative to other healing classes.
Model 2: Specialists Different healing specs would be catered to a really specific job in a fight. Powerful AoE healing gets one spec, while single-target healing belongs in another. Before the priest class became what it is today, it was often stated that discipline was the go-to spec for tank healing and holy for AoE healing. That distinction is still apparent in some circles. But imagine if shaman had Healing Rain and Chain Heal restricted to another spec or if Earth Shield could only be used in the one meant to single-target healing. Our healing compositions would be different. There would be an extra layer of organization and recruiting that had to be done. Guilds wouldn't just be looking for healers or paladins. They'd be looking for divine-specced paladins (or something) who could heal more than one target way more effectively than their holy-specced counterparts.
Model 3: Utility I'm not quite sure how much more utility healers can get between all the raid-saving and mana return cooldowns that are at the disposal of players. Having a healing class that buffs other healing classes doesn't seem popular. They wouldn't be seen as important since if their sole presence there is to provide utility and buff everyone else, their direct contribution to the players around them wouldn't be apparent on the meters (which, like it or not, is a metric for performance).
As an aside, I remember that one raid incident when multiple shadow priests were brought in back during classic Naxxramas, leading to a progression kill.
Model 4: PvP vs. PvE You'd still have multiple healing specs, but the different skills and strengths would correspond to whatever activities you were doing at the time. Each healing class would then have a spec meant for PvP and one meant for PvE (with some overlap). Again, using priests as an example, discipline is often renowned for PvP players. But discipline and holy are equally viable in PvE.
Model 5: Removing roles from the equation Tanking shaman and tank priests! Every class inherently turns into a hybrid and has the tools to do anything that the game calls for.
On the one hand, a part of me would be curious as to what the game would be like today if the Model 2 style of roles were implemented. But then another part of me recognizes that if a crucial healer died, there might not be another player who can cover for their job (assuming there was no way to bring players back to life). I find it illuminating when reading about the various insights into gameplay and class designs because then you get the opportunity to think about what you would do if you were in their position. It would be like watching sports and yelling at the TV for what coaches should be doing. In gaming, one could call it armchair developing.
Need advice on working with the healers in your guild? Raid Rx has you covered. Send your questions about raid healing to mattl@wowinsider.com. For less healer-centric raiding advice, visit Ready Check for advanced tactics and advice for the endgame raider.
Filed under: Analysis / Opinion, Raid Rx (Raid Healing)






Reader Comments (Page 1 of 1)
cumamamdara Feb 11th 2012 8:23PM
Yes, they can do reactive heals, as in you don't get healed until your hit.
Skyrei Feb 11th 2012 8:18PM
LIke Earth Shield?
cumamamdara Feb 11th 2012 8:36PM
Yes, but I'm talking an entire class built around this much like disc priest prevents damage
ladeezluvlarry71 Feb 11th 2012 8:42PM
And Binding Heal? But yeah it would be interesting if there were more of these.
Saeadame Feb 12th 2012 2:29AM
In some ways, I would argue that resto druid is kind of filling that role. Sure it's not quite the same as casting a buff on someone that only heals once they've taken damage, but in principle the process of rolling HoTs on everyone to heal everyone in small increments, as a way to reduce the impact of big blows is what heal over time spells are for. We could have a class with multiple "buffs" which they cast that proc on hit, but ultimately I think the play style would be quite similar to resto druid.
xenothaulus Feb 11th 2012 8:39PM
I want model 5 and scalar dungeons. I want to be able to walk into Big Bad Bob's Throne Room and kill Bob all by myself, or with 2 friends, or 24 friends. Tanking as a concept has always been anathema to me, and I would praise its passing. Healing as well, to a lesser extent.
Coming into WoW 7 or so years ago, I expected Diablo-style gameplay, and I still want that after all these years. Every class should have built-in damage reducing cooldowns and mobility cooldowns and some sort of regen ability and of course potions.
JattTheRogue Feb 11th 2012 9:04PM
You want Diablo-style gameplay? I have a great suggestion for you! You'll never, ever guess what it's going to be ... play Diablo!
DancePuppets Feb 11th 2012 9:08PM
/cry, I really can't think of anything worse from my perspective. I've tried DPSing and it just doesn't interest me and I find tanking a moderate improvement on that, but healing is a perfect fit. I enjoy the type of information management that comes from playing a healer and have now levelled all 4 healing classes to 85 although my Disc priest will probably always be my main.
I will admit to being worried about the healing model going into MoP as it looks like they're going to simplify a great number of things removing some of the number crunching that I actually enjoy. I realise these views probably put me in the minority and have (mostly) come to terms with that, but if it was taken even further and healers were removed altogether I would have to find me something else to play!
Saeadame Feb 12th 2012 2:33AM
@DancePuppets - I think part of WoW is people will always be able to find things to number crunch if that's what they like. The new talents and how they interact should be ripe with these kinds of opportunities. If you yourself are a number cruncher, I imagine you can work out which talents would be the best for your guild's raid group, your spec, and even each specific fight. Honestly, I expect to see even more number crunching than usual in the future ;).
Agreed on class roles though, healing is something I really enjoy and I like to think I'm quite good at. I'd be very sad if they took it out of the game.
Crhuble Feb 12th 2012 4:57AM
ill see you in GW2.
Skyrei Feb 11th 2012 11:08PM
Its going to be interesting to see what they do in this expansion and going forward. There are borderline too many healing spells as it is. On the flip side, healers will complain if there isn't something new to heal with.
Luke Feb 12th 2012 7:12AM
Personally I prefer any model that gives me more freedom to choose the play style and theme I prefer.
For example I don't like Holy. I hate holy in fact. It's neither conceptually appealing nor fun to play. I love me some Disco though. To further pigeon hole Disco as a dedicated tank healer, and remove it's ability to also raid heal all together wouldn't be any more fun, in my opinion. So the idea of specialists doesn't sound appealing.
Regarding Utility, we've already seen that this doesn't work, and it's not a particularly compelling class design. "Wait, you mean I'm just here to make you look good on the meters? Bugger that." The great Shaman / Paladin experiment failed years ago for a reason.
Now, as someone that wants to tank as a Mage, I have to say I like the Johny 5 option. Wait, sorry, I've had robots on the brain all night. So option 5, make all classes hybrid. Yes. A thousand times yes. Every class should be hybrid in that it can perform more than one role. This would bring the DPS in line with the tanking and healing classes, (yeah that's right, there's no Heal-only class and no Tank-only class so both of those roles are filled by hybrid classes).
And this is another reason I'm looking forward to the talent revamp in MoP, because it will be closer to making themes largely aesthetic choices. Ultimately what I'd like to see is talents more directly influencing playstyle; and themes like Frost, Fire, Unholy, Feral, etc would become cosmetic choices. For example you can be a "Frost Mage" that has many DoTs like a fire Mage, but it's all snowflakes instead of incinerates.
I include the latter description because I love Druids, but for the life of me I don't get Restoration. I don't like to heal with over-time spells, so it would be nice if I could be a Restoration druid with an emphasis on direct heals instead.
Luke Feb 12th 2012 7:18AM
I disagree, having multiple ranks of a spell is just a throwback to old DnD mechanics. They're on the right track with having multiple spells performing different functions. Do I use my slow, powerful but cheap spell here? Or do I use the fast expensive flashy heal? I can dig it. Spell ranks only further complicated design, both class and encounter design. It didn't work so they replaced it.
dmberreth Feb 12th 2012 7:43AM
Note how GC said we will never have Option 5 become a real thing, as it means a massive overhaul of the mechanics and "isn't something you do in a mature game".
Just like they said we'd never have flying in old Azeroth. Or race transfers, and then faction transfers. Or a neutral race. Or the ability to change the look of your armor.
While GC may say that he "doesn't like to say never", the company has done it a lot in regards to big changes for WoW, and then eventually surprised us by going back on those words.
No joke, the undertaking would be massive, if it were to work correctly. But creating a hybrid out of everyone would be amazingly effective for staying competitive. Truthfully, the rest of your options we have are sounded dated, or extremely fun-sucking if carried too far, but being able to decide where and how to use my character? Fantastic. Maybe I -want- the tank talents for my Mage, and I want him to do it with Fire. Perhaps my Rogue should take the recovery specialization, and use it with a focus on Stealth. Mostly, though, I just want Frost DW DK tanks back.
I could see, instead of one "talent tree", we'd have two. First, you select the type: Tank, Heals, or DPS, and then select your flavor, which is individual based on the class. The spells in your flavor stay the same, but their abilities change depending on your type. A Tank Fire Mage would still cast Fireball like the DPS Fire Mage, but the effects would be different.
Complicated to enact? Sure. But crazy fun in the world of customization.
Kaphik Feb 12th 2012 9:12AM
Adding flying, transmog and the way Pandaren are joining either Horde or Alliance is nothing even close to the amount of work that is required to completely redo the game mechanics. Not to mention the massive change that players would have to go through to adjust to the entirely new game. That's also why it isn't done with a mature game, because you already have people heavily invested in the old game play.
Kaphik Feb 12th 2012 9:09AM
Downranking brought an extra level of thought to healing. It made mana management a bit easier, and more fun in my opinion. Just about every ability in the game has ranks, which is the throwback, but allowing us to cast lower ranked spells with a lower mana cost put more control into our hands.
detailbear Feb 12th 2012 10:58AM
While we may never see it in WoW, I'm sure they're taking notes for Titan.
jcgoodman Feb 12th 2012 1:16PM
Downranking exists, it's just not called that. As a druid, I choose between Nourish (weak heal, low mana) and Healing Touch (heavy heal, high mana) all the time. I'm sure other classes do the same.
extomar Feb 13th 2012 9:36AM
Simply put, Blizzard probably has to rely on channeled effects if they want to go with a reactive healing model. Instead of spamming heals onto tanks and other players taking damage, you'd have to commit a big, longer length cast instead. Instead of trying to stack up haste to beat the event in reacting faster than it can splash damage around the raid, the healers have to make specific choices on when to commit their big effects.
Replace the "big heal" on the four healers with a 5 second channeled effect (disc priests get a shield instead?). Commit the mana instantly but make the break down in cost efficient if you hold the cast to 3 seconds.