warlords-of-draenor-healing

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  • Dev Watercooler: Building Healthy Gameplay

    by 
    Olivia Grace
    Olivia Grace
    03.07.2014

    Following last week's blog on the stat squish and CC removal, this morning's offering is a Dev Watercooler on the changes to healing coming with Warlords of Draenor. As ever, the full post is after the break, but let's look at the key summary points here: Player health has been increased relative to player damage and healing This means that Resilience and Battle Fatigue can be reduced in PvP The raw throughput of healers relative to player health has been reduced The aim is for more "triage" healing Burst damage and burst healing are lower. These changes are being taken into account in raid encounter design The healing of "smart heals" is being reduced Mana efficiency of multi-target heals is being reduced Low-throughput, low-mana-cost heals like Nourish, Holy Light, Heal, and Healing Wave, are being removed because they think that while they do add complexity, they don't truly add depth to healing gameplay. There are clearly some huge changes. Hit the break for the full post.