Ask The Devs #11 - Healing (Questions)
Do you feel the 10% behind holy paladins, disc priests, and holy priests and 20% behind resto druids that graphs like the following show is accurate, and if not, why not? Priests provide the same Inspiration buff as shaman Ancestral Healing, so mitigation can't be the reason.
Why was this not done for Prayer of Healing? While PoH is still a very strong spell, it's extremely frustrating to limit it by completely arbitrary raid groups, especially in 25-man raid encounters.
My own personal frustration is that every time I do Chimaeron or Nefarian, I have to try and pick and choose specific people to place with Priest healers in order to maximize their effectiveness.
In my experience of healing on my Priest, raid leaders are not always thoughtful enough to do this, and it makes healing very frustrating because I can't use my entire toolbox.
What ways might Prayer of Healing be changed so as to have absolutely nothing to do with a completely arbitrary grouping mechanic?
Are you guys happy with talents like Tome of Light, State of Mind, Surge of Light, Spirit of Redemption, and Rapid Renewal? Any plants to fix many of these weak talents?
What are the developers' thoughts on perhaps giving Discipline priests three strengths/types of shields/absorbs, in a similar manner as all other healers have three main heals?
One way to help fix this kind of blame shifting would be to have more "DPS reduction" type boss mechanics, such as the hit debuff found on the flasks on professor putricide. Are there any plans to make these kind of (non-damaging but still smart to avoid) boss mechanics more common in raids?
Regarding the chain heal issues, firstly if the casting shaman is the second jump of the chain, the chain stops jumping. Secondly, The chain will often fail to heal people due to the way that it jumps. Behold:
55 50 65 35
These four players are spread out near a boss. The shaman begins casting Chain heal on the player with 50% health. During the cast, the rightmost player dips to 35% and is desperately in need of a heal but chain heal jumps to the 55% health player on the left because that player is lower than the 65% health player. The chain then stops because there are no other valid injured targets.
What can be done to alleviate these issues?
Would it be that difficult to change chain heal to use the same game engine mechanic as Wild Growth and Circle of Healing and have it heal the target plus the 3 lowest health targets within 30 yards?
Especially with the insistence that Chain Heal is our signature heal and emphasized by the Firelands 4-piece resto bonus, it would really help 10-man resto shaman raiding for Chain Heal to see some improvement in that raid setting. As Chain Heal is not used in arena, where resto shaman are strong, would make it a good knob to turn to adjust PvE without impacting arena if the mechanic was fixed to work well in 10-man raids.
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