Yea I agree with you that the healing output is way to much.
At the moment healer classes are so boring to play, there is no active game play, only press skill X every Y seconds for 99.9% of the content.
I don't know how other players feel about this, but for me to play a class, that i can put on follow on the tank and start a macro that cast every 20 seconds 1 or 2 skills, would make me feel as human that doesn't need to accomplish anything, not a valuable part of the team since anybody could do that, completely without challenge.., without fun.
Maybe a good solution would be to reduce the overall healing output with (for example) 70% and then fine tune individual skills.
This would make skills that reduce damage and skills that can absorb damage useful and maybe even attractive as a supplementary healing style.
Maybe go crazy and create a healer class based on damage reduction and absorption.
It would be just so much cooler to have raids where you need at least 3 healers, preferable all 3 with different skill sets where the healing role exists from actively using skills that do: heals, damage reduction, damage absorption, cleans, immune, etc.
Then it would matter again if someone is a good healer or an average healer (on equal gear).
Well, i think you get the idea, lets make this great game awesome again!
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You guys should also take care about lowgame/midgame heal output. In such cases, for example only with tikal gear and stats, the heal amount is really low and it is not as easy to heal inferno with that.
My suggestion for new instances in future is, that the healers will get a virtual decrease of heal bonus in future instances (the higher the instance, the higher the decrease). That will decrease the heal output, forces also healers to do new gear (right now it is usable maybe for next 20 years) and let lowgame/midgame player/eq in low/midgame instances heal enough to play there.
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Hey I was brainstorming a bit with your idea,
For me, when I'm brainstorming what could be options, one of my leading perspective is that:
- a raid full of players with gear and stats from the current instances should not have a really hard time to do the current instances
- a raid full of players with gear and stats from the previous instances should have a hard time to do the current instances
- a raid full of players with gear and stats from earlier then the previous instances.., well you can't expect them to clear the current instances
Thus for example:
when there are players that are level 95,
and they want to do a level 95 instance,
but there gear and stats is not higher then that of the level 90 instance...
It would not be fair to expect them to clear the level 95 instance.
While I do not know the situation of the player base on the server that are lower/midgame based and I don't know how hard it is to heal Inferno with only Tikal gear..,
I do think they already have a easy (and within reach) option to increase there heals with better gear.
For me personally one of the the purposes of ideas that were brought up was to make the healer classes more interesting and versatile. To let the player have the idea that what they do matters.
I know, everybody want there favorite combo to be OP, but when that combo is that OP that it only have to look at the boss to kill it.., then the game becomes boring and people quit/take a brake.
If playing this game doesn't give any challenge, then there also won't be any adrenaline rush.
But everybody has there own reasons/preferences why they play this game and that's ok