04/06/2013 01:52 AM1.5 seconds is simply too low assuming the same mana cost because you'd be seeing priests going int>whatever secondary stat maths out>spirit after a certain breakpoint and being Wrath Holy Paladins. Even if it stayed at its current heal amount it would be too strong.
Posted by Röthtwo
being able to react to damage quickly is too strong? oh, yeah, i guess we need arbitrary barriers between a person's mental reaction time and their physical ability to respond to a situation in order to artificially increase the difficulty of something, i suppose in order to prolong the longevity of content...yawn.
your line of thinking is so boring.
The trinity is dead. Blizz needs to give up and bury it.
it was dead almost before they even created it. people messed around with it in cata 5-mans when it was shiny and new, and everyone had lower regen, but apparently the raid design team didn't get the memo on the new heal system because HPS requirements for the first raids were well above what the "middle" heals could provide unless you were a paladin double dipping holy light with beacon, or a holy priest renew rolling in serenity. everyone else was better off ignoring those spells entirely.
why did it turn out this way? because not only did they not even bother to design for the new paradigm they were trying to give us, but the design itself was conceptually doomed. they were trying to pair "slow" and "weak" together, and call that fun. the kind of "fun" that system generates is the same "fun" you get if you design around the strengths of shaman healing (i.e. dragon soul).
if you spend more time casting something, you expect it to land with a bigger punch. that's just natural psychology.
"oh but its more mana efficient!" peh. look at the game, even today! they made EVERY int user have non-scaling amount of mana, not that it matters for dps, but this change was primarily made for healers. why? so they could get an even better handle on the mana regen thing. to try and make mana matter, again. WELL, DOES IT?
i've had one healing strategy ever since i started healing. heal the damage!!!!!
worry about anything else later. to my perhaps not-so-great surprise, i found when i kept people alive, it was they who would screw something up long before i ever oom'ed. in that way, i stayed ahead of the "oops" curve of everyone else, learning where and when to put the heals so that, by the time we got 8 or 9 minutes into any fight instead of just 1 or 2, i still had mana then too.
mana has never mattered in this game. not for a single day, not to anyone who has functional brain cells.