Author Topic: Holy Paladin Nerfs - Why?
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Subject: Holy Paladin Nerfs - Why?
Nethaera posted:
These hotfixes were intentional and we wanted to share more information about the "why" for you all here:

Mana is supposed to matter for healers, and in the case of Holy paladins, that just wasn?t happening. We were seeing raid groups attempting to learn new bosses where the other healers were out of mana while the paladins were still at 90% of mana. We also thought the experience of paladins healing harder heroic dungeons was inconsistent with that of other healers, or our design intent. We thought it was only a matter of time before groups started going out of their way to stack paladins for raids or recruit them for dungeon runs, which of course is not our intent. For this reason, we thought it was important to address this point now rather than sitting on it until a future patch.

The main culprit for the increased paladin efficiency this was Holy Power from Tower of Radiance. We were seeing a strategy develop where paladins would cast Holy Light on a Beaconed tank, and then cast Light of Dawn on the raid (and use very few other spells). This strategy was remarkably successful considering how simple it is. The Holy Power-based heals are supposed to be an important component of the paladin kit, but because Holy Light is designed to be super efficient, the overall strategy was too efficient. The intent of Tower of Radiance was to make directly healing a Beacon of Light target less punitive, but instead it was becoming the only smart way to play. You can still generate Holy Power by using Flash of Light or Divine Light on a Beaconed target, or through a variety of other ways. Remember, overall it isn?t balanced if paladins are just as mana efficient as other healers and have several mana-free spells.

Light of Dawn was adjusted because it was completely eclipsing Word of Glory. We lowered the healing of Word of Glory late in development, but also redesigned Light of Dawn. They had fallen out of sync, and Light of Dawn was just too good.


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Zero_Washu 
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Subject: Holy Paladin Nerfs - Why?
GC droned on and on for weeks leading up to Cata how we WILL do healing as he stated. Apparently to Blizzard, if your not stressed and having to think at every step then it must be boring. I guess the leaving boring for DPS. Trouble is, healing became no fun along the way. Suddenly its the healers fault for everything. 1 to 1 heal point per mana point ain't far off from what its like with some spells.

So, good they smacked down trash talking pallies. Let them suffer too. Next up, Healing Stream Totem.

 

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Subject: Holy Paladin Nerfs - Why?
Zero_Washu posted:
GC droned on and on for weeks leading up to Cata how we WILL do healing as he stated. Apparently to Blizzard, if your not stressed and having to think at every step then it must be boring. I guess the leaving boring for DPS. Trouble is, healing became no fun along the way. Suddenly its the healers fault for everything. 1 to 1 heal point per mana point ain't far off from what its like with some spells.

So, good they smacked down trash talking pallies. Let them suffer too. Next up, Healing Stream Totem.


I guess coming from other class healers... misery loves company?

How can anyone bitch about how crappy healing is now.... and then be glad another healing class got nerfed.

 

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Spookysheep 
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Subject: Holy Paladin Nerfs - Why?
Because the sooner everyone quits queuing up as a healer and brings LFD to a grinding halt the sooner blizzard has to undo all the retarded changes?

 

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Ferrydust 
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Subject: Holy Paladin Nerfs - Why?
I admit that I hate healing right now and won't do any more heroics. It's not fun. (This is a healing in general complaint. Not a Holy Pally specific one)




 

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Subject: Holy Paladin Nerfs - Why?
Spookysheep posted:
Because the sooner everyone quits queuing up as a healer and brings LFD to a grinding halt the sooner blizzard has to undo all the retarded changes?


It feels like it's getting that way. I waited in queue for a good 15 minutes as a tank. A tank! I know there are plenty of DPS with 40+ min queues so we musta been waiting on healers...

 

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Elkabong08 
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Subject: Holy Paladin Nerfs - Why?
Spookysheep posted:
Because the sooner everyone quits queuing up as a healer and brings LFD to a grinding halt the sooner blizzard has to undo all the retarded changes?


This. Vote with your feet.

 

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Kriegprojekt 
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Subject: Holy Paladin Nerfs - Why?
Are these healing problems post 80 in the new Cata dungeons only? I didnt see healers having these issues right after 4.0.3 in WoTLK dungeons. Did something change when Cata went live to affect these too?

 

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Spookysheep 
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Subject: Holy Paladin Nerfs - Why?
I'll be the first to LOLITOLDYOUSO when blizzard starts reversing things in the near future grin

 

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Sociop 
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Subject: Holy Paladin Nerfs - Why?
Spookysheep posted:
I'll be the first to LOLITOLDYOUSO when blizzard starts reversing things in the near future grin


Yea but the way GC & Co. think they will reverse the healing but at the same time nerf stamina across the board, they never ever give unless they take more away than are about give first. It is their take a dollar away and give you a shiney penney,telling you see how shiney it is modus operandi.

 

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st0rmie 
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Subject: Holy Paladin Nerfs - Why?
Kriegprojekt posted:
Are these healing problems post 80 in the new Cata dungeons only?

It's all in the scaling from 81 to 85, yes. Everything prior to that is even more hilariously faceroll easy than ever with the 4.0 talents.

 

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Talehon69 
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Subject: Holy Paladin Nerfs - Why?
Kriegprojekt posted:
Are these healing problems post 80 in the new Cata dungeons only? I didnt see healers having these issues right after 4.0.3 in WoTLK dungeons. Did something change when Cata went live to affect these too?



Spell costs are based on Base Mana, which is different per class. Base mana in Cataclysm levels went up a crapload. For example, base mana for a mage at 80 was around 3300. Base mana at 70, around 2200. Base mana at 85? Around 18000. Fireball cost was I think 12% base mana, so when a large amount of your mana came from Int from gear, not base mana, it wasn't a problem. Now that your base mana is up, a fireball that used to take 300-400 mana costs around 2800 mana. This functions the same for healers, all spells got incredibly mana heavy and incredibly inefficient.


edit: That came out as a wall of text. Let's put it this way, Mana costs for spells went up by a lot, and max mana didn't really go up enough to accommodate new costs. Sure, you have 80-100k mana, but your spells cost 2-5% of that per cast.

 

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