“Why Does Blizzard Hate Healers?”

You may have heard that healing in Cataclysm is going to feel different. The role will be more challenging, particularly in terms of resource management. This won’t be news to a lot of regular forum readers, but I see enough “why nerf healers?” concerns that I thought it was still a worthwhile topic for an inaugural developer blog.
As a blanket statement, healer mana wasn’t a big concern in Wrath of the Lich King. You could run out of mana sometimes, but it really didn’t affect your spell choice in the way it did prior to Lich King. We think resources should be important, though. A lot of gameplay in a wide variety of games comes down to managing a limited resource, whether it's Vespene Gas in an RTS, ammo in an FPS, or even time in a puzzle game. Managing your resources well makes you a better player. Not being limited by resources can feel empowering over a short period of time, but only because it feels like you’re breaking the rules. In fact you are breaking the rules, and once those short periods of time have ended, a game can quickly lose its luster. Godmode isn’t nearly as compelling in the long term as it might seem at first glance.
Now, it is true that resource management is an even bigger part of the game for healers than it is for other roles. “Not fair!” you might be ready to cry. I used this analogy once before, and it seemed to resonate with lots of people, so I’ll use it again. Dealing damage is like a sprint. You typically want to go as fast as you can. Healing isn’t a race though -- it’s more like darts. You want to be as precise as you can. A big part of the healing gameplay is using the right tool for the right job. The resource cost of those tools is one of the things that differentiates them. Remove the resource constraint and you lose one dimension that differentiates the tools. Good healers used to pride themselves on keeping everyone standing up without running out of mana.
For a number of reasons, all of which were completely our fault, healers had too much mana regeneration in Wrath of the Lich King. Let’s look at the consequences of infinite mana for a moment.
For starters, those expensive, fast heals were never a difficult choice. Expensive doesn’t really apply in the absence of a cost, so they were just fast heals. Why wouldn’t you want to cast a fast heal? Healer gameplay became smaller because they had fewer options. Rather than choosing the right tool, everyone picked a spell such as Power Word: Shield, Flash of Light or Rejuv, and just used that spell. Over and over. We think a cornerstone of good gameplay is making interesting decisions. When your toolbox is too small (because the expensive or slow spells are immediately discarded as tools) then you are making fewer interesting decisions.
Second, since healers weren’t really running out of mana, we had to find other ways to make those raid encounters that were designed to be challenging actually challenging. That often came down to very high tank or raid damage. So now not only did healers not have much of a choice about which spell to use, but they also had to use that spell every global cooldown or risk someone dying. This made healing stressful without the reward of having made good decisions. If you healed the wrong target, hesitated for a moment, or had a laggy connection, then someone was going to die.
Third, anything that played off of mana regeneration, such as a talent, a stat like Spirit, or even a proc from a trinket, became undesirable. Furthermore, since mana wasn’t a concern, overhealing was also not a concern, and players did it with abandon. When everything is an overheal already, then stats like critical strike chance also become devalued.
Fourth, PvP balance suffered. When healers could easily heal anyone to full without fear of overhealing or running out of mana, then battles became very binary. You either killed someone or you didn’t. Nobody sat in a wounded state very long. There was no sense of a changing tide or someone coming from behind. Imagine a tennis match where the outcome of the first serve won or lost the entire match. We could have improved this situation by increasing health pools, which is exactly what we did for Cataclysm, but larger health pools with infinite mana would just make bosses feel unthreatening.
To be clear, we don’t want healers to constantly run out of mana. We want them to run out of mana when they don’t play well. And we don’t want them to always fail. But we do want them to feel good when they are challenged, and overcome those challenges to succeed. When someone is wounded, we want healers to consider whether to use a slow, efficient heal (because they aren’t in immediate threat of dying) or a fast, expensive heal (because they are). That’s called triage, and it was notably missing from the Lich King healing environment. We think triage will make healing more fun. We’re making this change not to make healers sad by nerfing them, but to make healers happy by making the game more fun for them.
Greg "Ghostcrawler" Street is the Lead Systems Designer for World of Warcraft.

Bonechewer
Hellscream
Bonechewer
Ursin
there's only one complaint about healing from me, everyone likes to blame us...even when they stand in the fire and die. QQ i cant compensate for bad play from others now :(.
Magtheridon
I played Holy Pally and Resto Shaman in wrath casually, most of the time I didn't use my pally at all and my shaman was Ele.
It bored the crap out of me, I'd only do it for quick heroic queues and if my 2v2 team was having a bad day. I hated it to death.
Cata was released, and I leveled some characters. I hit my pally to 85 and figured everything else changed a lot so I should give healing another shot. At this moment I'm still in lvl 85 crafted blues and leveling gear for holy (gearing ret/prot this season, holy next), and even so I'm loving healing in pvp in 2v2. Sure, I fail a lot because of my 4.7k spellpower, 70k mana, and under 100k health (not to mention 13% resil). My crit chance is low, my spirit is essentially baseline. And to make matters even worse for my 2v2? I'm partnered with a shadow priest who's average latency is 2k MS.
Even so, we win ~50% of games. Healers are not bad now, just different. They're a lot more fun than they used to be to me, and I may even make my pally a full-time healer once I see how it goes with gear.
Khadgar
Borean Tundra
Madoran
Frostwolf
Parkers, are just come online whenever they want to. They do quests, levelling, tradeskilling at their own time. Maybe they could join a pug raid once a week (BH) and do few BGs.
Given the differences, parkers will not perform as well as casuals due the time & effort spent ratio. That conclude itself, that parkers will always get left behind.
As a parker, he/she cannot expect to get gears/rewards as equally as others. And if he/she willing to catch up, it's going to take time longer than others as well.
Blizzard has given a normal dungeon to gear parkers, by completing all normal gears, average item level will be 333 EQUIPPED (notice the caps I've put? it is equipped gears, not what's-in-the-bag gears). While others are already completing heroics 5 man and go casual, some downed raids and few progressing through heroic raids, yet parkers will never reached that point at the given time and they (parkers) have to accept it.
By getting all 333 IL, then parkers are ready to hit heroics.
No mean to spy, I noticed your IL is 331 equipped, I suggest you do more normal dungeons until you get all 333 gears from there AND do not forget to equip faction tabards, since it gives you very good rewards upon exalted.
You don't have to be hardcore to enjoy this game (or other mmos), but don't forget that your goals are completely different than regulars or hardcores
Good luck
Madoran
Frostwolf
and again, Blizzard do listen to people.
However, most of the time "people" do not learn, and then blaming or QQing Blizzard that as if Blizzard never listen.
as part of pleasing people,
what you want is to please yourself, which I aggree, I also like to be pleased. Then, what I do is, I learn & perform in my way of play so I could "please" myself in this world (Azeroth lol).
During vanilla & TBC, I was hardcore. WotLK, not so hardcore. Cata, I'm casual. I learn my class both heal & tanking (DK btw) casually, like 2 dungeons each per day, and it is enough to cope (grasping skill) with current progression flow.
Akama
As for listening, if they did do that, they wouldn't be doing all these, as I like to call them: "Hit and miss" patches, ones that just are thrown in to see what they do without any thought or REAL consequence on how it might ruin it, WOTLK was a huge example of that...
You people hear this other MMO threat all the time and think nothing of it but what about another threat?....Your economic situation. I don't want to play a broken game that only gets good after a whole year and be paying 140$ a year for it....
Your biggest threat may not be MMOs but I see the RISE OF THE CONSOLE! happening all over and I'm pretty sure games like these will be buried neck deep in their dust left by console if they don't pick up the pace...
How can I make such a statement? If you knew how much time I devoted to playing video games and how fast I lost interest in Cata after it came out, you would see why I make this a concern...
So if Blizzard really cares, start fixing things that are unquestionably broken at the moment, Like: dwarf racials...enough said...
Ursin
Khadgar
Skullcrusher
As for mana, As a belf Holy Pally, I find I'm never short from a quick source. I can use my racial for a quick amount, enough for a heal or two, use a judgement, perhaps a potion, or if in real need, pop a Divine Plea. So I almost always have near max mana, or am a stones throw away, but what I think Blizzard was aiming for was that I play a huge role in that mana regen. I myself have to use things to make sure I have mana, opposed to passive regen.
I could go on for hours. I love what Blizzard has done for healers. Everyone else should too. For the first time, in what seems like years, I find myself saying; Well done, Blizzard.
Trollbane
Akama
Ursin
Proudmoore
Shandris
Khadgar
Scarlet Crusade
Maelstrom
YOU'RE HORRIBLE!!!!
Eldre'Thalas
Madoran
Deathwing
Maybe the problem is that you are alliance?
Frostwolf
Ursin
Stormrage
/kick
Hellscream
Blackwater Raiders
Eitrigg
Blackwater Raiders
Deathwing
Frostwolf
@Brewsky: Players that spent more time/effort should get better gears/rewards than players that did not.
I've never get a chance to ever acquire exceptional pvp weapons, so be it.
I've never gotten any 272IL (pve) gears during WotLK, so be it.
Since what I could achieve was never the "top" gear, I got no choice to compete/perform against people who actually got it.
Ofcourse, if you compare players with same skills, then the one with better gears win & there is nothing you can do about it.
I had to compete (pvp) & perform (pve) with players better geared than I was, ofcourse I couldn't beat them nor even "par" with them, but I wasn't left behind too far from their results.
it's called, "constitution"
or
"resilient"
Borean Tundra
Bleeding Hollow
Blackrock
Blizzard did not make the game hard, the put it back to how it once was.
Vanilla - the most challenging time, is also the most beloved. Remember healing 40 mans without raid frames? no you don't because you obviously joined in wrath...the current difficulty even with it's big step up is still dwarfed by the masterpiece that was Vanilla. *vanilla means classic*
BC - arguably equal to vanilla, blizzard introduced many more mechanics during this time and showed us "heroic difficulties" these heroic difficulties were just what we needed, they weren't a "stepping stone" towards raid gear...they were preparation because they were nearly on par with the raids in difficulty simply with not as good rewards and less people to manage.
Wrath - oh dear...in wrath all skill and focus requirements were thrown crudely out of the window, healers could heal forever...tanks could mitigate anything...dps didn't have to pay attention to fight mechanics, and once people got geared...NOTHING needed to be done properly, every week there was a newer easier way to do a fight because people realised you were so ridiculously disproportionate to the content that those confusing mechanics you were struggling with originally could just be ignored and burned through...people got used to this, and many more people joined during this time and it set the bar far lower than originally intended.
Cataclysm is not a nerf to your heals or avoidance or dps...it's a re-awakening of the old days when it mattered where you stood, what your stats were...which skill you used, no longer can you watch porn, eat pizza, and down a raid at the same time...no more can you "brb" during an end content boss battle to put your pie in the oven....SKILL HAS RETURNED
Mok'Nathal
Mok'Nathal