#0 - May 6, 2009, 10:42 p.m.
Q u o t e:
These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.
Emphasis mine.
I've been wondering about this for some time, and I figured I'd finally bring it to the board in the hopes that I might actually see a blue reply concerning the issue. I know that's unlikely, but I figure it's worth a shot.
The quote above is taken directly from the sticky post by GC concerning the nerfs to mana regeneration that took place in patch 3.1. I'm not here to debate the wisdom of the changes or to ask that they be reversed. In point of fact, my mana management is a bit more creative now, but I'm doing okay with it. Of course, I'm discipline and disc is still in decent shape. I think the holy priests and holy paladins are having more issues, but that's really beside the point of what I'm looking for in the way of a response.
If the idea was to "move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam" as is indicated above, I must say that the development department has failed miserably. I once healed for 1 million effective on Eradar Twins in Sunwell and I thought that was a miracle. I said to myself, "no way will I ever see that much effective on a single fight again."
Well, I sure was wrong. You want to talk about frenetic spam? I offer you Xt-002 (less now than pre-nerf), Hodir's frozen blows, Freya's hard modes, Mimiron, Thorim hard mode, Ignis (again, less so than pre-nerf), Auriya, and Kologarn. I know I haven't beaten those hard modes yet as someone will probably point out (and in fact, we're still working on Yogg,) but I'm not looking for a critique of our progress. All of the new fights are fast becoming "miss a healing GCD and it's game over." In fact, the only fight that doesn't have at least moments of "frenetic spam" is General Vezax, and that's because you CANT AFFORD IT.
Don't get me wrong. I'm okay with this model. I think frenetic spam challenges healers. I think this system works really well. But the logic ghostcrawler used in arguing for the mana regen nerfs is spurious given how the game has been developed in Ulduar.
So my question is this: Where is this change to the style of healing to be "more deliberate and thoughtful" that justified the alteration to the mana regeneration model? Because it seems to me that most of these fights are just more of the same "spam the raid with AE damage and see if they can handle it" method that every fight since BT has used. And like I said, I'm okay with that. But what was the point in nerfing regen when every challenging healing fight still comes down to the same paradigm: "You miss a GCD and someone dies."
