#0 - April 27, 2010, 10:34 p.m.
Put another way:
1) You've stated you want to increase health pools and get away from the binary feeling of healing where players are either at full health or near death / dead.
2) HoTs need to be both more mana efficient and more powerful than direct healing otherwise the player has no incentive to use a HoT instead of a direct heal. Without superior mana efficiency and superior throughput over a longer time frame, HoTs disappear as a viable heal given their downsides of "delayed" healing when someone needs something "right now" as well as the downside of HoTs being healed over due to the time delay component. HoTs have always, always worked this way.
3) You've also stated that you want to kill Rejuv blanketing + WG spam as uninteresting gameplay.
4) How will you accomplish #3, given the truth of #2?
5) Given the planned future ineffectiveness of Rejuv spam + WG, how do you see Druids remaining effective raid healers? The only reactive raid heal we have is WG, everything else we do to heal multiple targets is very proactive and requires setup time. Rejuv makes for a very poor reactive heal. Either you have the HoT up on people ahead of time, or you don't. Even in today's rejuv friendly environment, you can't spend 10-15 seconds applying rejuv to 10 players after those players take damage as you will fall behind in healing, and other heals will heal sooner before you finish all that "reactive" hotting anyways. Regrowth as our fast and inefficient heal also will be a poor option for covering multiple targets with HoTs, as the intended design is to run healers oom if they rely on their fast heal too much.
It just seems as a whole that the proactive HoT flavor of the Resto Druid is at odds with some of your design goals for multiple reasons: It's too mana efficient and it's too "spammy" and anti "choice" relative to what you want healing to feel like.