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  1. #20

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    I will be personally very happy with alot of changes. I have not enjoyed Wotlk as much as I enjoyed BC. Hopefully and its looks like its going back to that type of gameplay I really enjoyed, so I am excited. Looking at this post today by GC, healing is for sure going back to BC style. WIll have to wait to find out if dps changing also, but I would imagine so.


    I have found this philosophy to be a tough one to communicate. Painted broadly, we have some players who chose healing because they like to be challenged and we have some players who chose healing because they like to be the hero. In LK, raid healing can definitely be stressful at times, but we're not actually convinced the challenge is there. After a tough fight, whether it was succesful or not, ask yourself what you should have done differently. Did you use the wrong heal in the wrong situation? I'd suspect not since most healers have pretty stringent rotations these days where you use your strongest heals on cooldown and fill in the time left with your next strongest heals and so on. Did you heal the wrong person at the wrong time? Probably not because anyone you failed to heal was probably about to die. You probably overhealed a lot because there is little consequence for overhealing.

    Go back and look at a few videos of BC raid encounters. A couple of points may be strking. One, several characters may be at various stages of injury -- the healers could not keep them all topped off. Second, the healers may be at various stages of mana -- in other words, it's not just a matter of having more GCDs before everyone is fine again. It's a matter of triage.

    Triage is one of the things missing from today's healing game (even though you likely learned First Aid through a triage quest). Loosely defined, triage is deciding who needs immediate attention (vs. who is stable vs. who is a lost cause). We want healers to be able to make decisions like "The tank is wounded, but she is unlikely to die in the next few hits, and hots are ticking on her, so she's probably okay for a moment and I can heal this Ret paladin over here," vs. "The rogue is wounded, but my big heal would overheal for a ton and I need the mana, so I can use a small heal." We want the dps to likewise be thinking about ways to minimize damage on themselves, not because they'll die in a global (i.e. before they could respond anyway) but because the healers are going to risk running out of mana.

    Today, in LK, healing risks feeling even more like whack-a-mole. Injury? Heal. Injury? Heal. You're testing your reflexes more than your decision-making ability. Whack-a-mole can be challenging, but it doesn't have much depth. It's easy to add depth though. Let's start with the notion that there are two hammers. The little hammer can dispatch most of those moles, but sometimes you can use your big hammer too. The big hammer has limited charges or whatever. Now let's have some of the moles pop out a little slower so that you have time to consider which hammer to use. See where I'm going with this?

    Running out of mana doesn't have to be, and won't be, the only reason you fail an encounter. But it is a point of failure that we don't have today. Adding it back in will make the encounters feel more distinct from each other and will actually, we believe, make healing more interesting and ultimately more fun. I agree it's going to be a tough sell though. In one of our playtests recently, the healer came back frazzled. "I couldn't keep everyone topped off," she said. "It took me half the dungeon to realize that I didn't have to." Once that clicked, she said she started having fun. Hopefully it will click with other players quickly too.

    Ghostcrawler
    Lead Systems Designer
    Last edited by Fat Tire : 04-07-2010 at 10:59 AM

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