Blue, Spells and Talents
I woke up this morning to several comments and e-mails (thank you!) informing me that Wild Growth is getting some much-needed attention from developers:
We are going to "run the numbers" again on Wild Growth and Nourish. What I mean by that is we’ll do some tests and compare them to similar heals and to other druid spells.
Wild Growth was nerfed pretty hard and I have some confidence that we can bring it up, though probably not as high as it was before. We’ll have to see about Nourish.
We don’t want to mess with Regrowth much more since it is now a button that seems worth pushing. We’re standing by our Lifebloom changes for now. It just felt like the solution to every healing situation that druids encountered. I suspect druids will still use it in its current form, but we’ll see.
Sorry I can’t offer anything more concrete than that. Making promises until I actually see the changes made can be pretty dangerous and just ends up frustrating the community in those situations where we can’t deliver.
And five and a half hours later …
Here are the changes we’re making next patch. See how they feel.
Wild Growth: Coefficient and healing increased. Mana cost decreased. Cost should be about the same as Circle of Healing. It doesn’t heal instantly, but will heal for about double what CoH does over its duration.
Nourish: Reduced mana cost by somewhere between 15 and 20%. This is supposed to be your Flash Heal, but we recognize that it doesn’t have the same versatility — you can’t just drop one on a wounded rogue or something since you need the hot up first. Hence the lower price.
Druids have quite an arsenal of healing spells now, and it can be tricky to find niches for all of them.
First let me say, “NOM NOM NOM!” (and not on crab cakes). This change should make Wild Growth cost about 21% of base mana, a much more palatable expense. How much it heals for will be dependent upon its +Healing coefficient which will be different than Circle of Healing’s since CoH is an insta-cast AoE heal and ours is a heal over time, but we should see considerably higher ticks than we are currently.. Either way, it’s a respectable buff, and the changes to Wild Growth and Nourish made me a happy sappy tree this morning! I’m guessing it will only be a matter of time before Lifebloom is adjusted again to make it a little stronger than where it is now.
|More credit to the ever-awesome Eggo|
Ghostcrawler also commented on Blizzard’s general healing philosophy in Wrath which I think makes for an interesting read. I won’t copy and paste it all here (lucky you), but you can read the whole thing over at MMO Champion’s fantabulous BlueTracker. If you don’t want to wade through the whole thing, here’s a summary:
- Changes are never made by a single individual but are instead a collaborative effort.
- Blizzard regrets the dominance of AoE heals in TBC.
- The downranking mechanic was removed because of the difficulties it presented in terms of balance when they sought to once again make mana management an issue for healers.
- Blizzard is happy that Spirit is a valued stat for casters.
- Blizzard wants to encourage mana management through reliance on HoTs, limiting overhealing, coordinating targets among healers, and “knowing when a fight is won so you can take a break and start mana regeneration.” The last is included in quotes because I found it so interesting.
- Without requiring mana management by healers, encounters must be balanced around having mobs hit so hard that bad luck can result in your tank dying, strict enrage timers, or overly complicated tactics that take a long time to learn.
I can accept encounters being built around healer mana management if it means I don’t ever have to try to explain fights like Lady Vashj again. (And yes, I know that sounds n00bish, but it’s the most complicated fight I can think of that I’ve actually attempted.)
* Article title dedicated to Runycat of Unbearably HoT. She would be so proud. *Sniff*