This affects PvE pretty significantly, as well as some implications for PvP (where healers have generally been reduced in effectiveness).
That's just not true. Let's imagine a 5v5 where everybody has double their current hitpoints, but all other numbers (DPS, HPS) stay the same. Suddenly, you can't burst someone down like you could previously, you have to either run their healers OOM or prevent them from healing. If anything, a massive increase in hitpoints is gonna boost the value of healing in PvP. From what I've tried of BC PvP so far, this seems to be true.
As if healers weren't already the first target in group pvp? :/
I'm looking forward to it though, should mean that people protect their healers more, in theory...
Try playing with people that don't suck. Or better yet, play against people who don't suck. Killing healers first in organized PvP is suicide, since they're pretty much all packing stamina gear (Dragon's Blood Cape, Nef's head Neck, Archimtiros, BoN exalted tank ring - get it) and the hero badge. These days, it's usually more effective to CC healers and try to kill the Mages and Warlocks first (who should also be looking at above items).
Healing and damage spells will never retain their same ratio, unless scaling is suddenly based off their base heal/damage components.
Im not sure why they should either.
If at level 60 a frostbolt hits for 1500, and a heal hits for 2k, then your heal covers 1 frostbolt + 500hp.
So at comparable +heal/+damage if the frostbolt hits for 3k, why should the heal land for more than 3.5k ? That would still give you your rfostbolt +500hp
"Because it should be the same ratio!! Ive lost out, Ive gone from 3:4 to 6:7 !!!"
Yes and why does that matter ? You still cast one of those heals to outheal a frostbolt.
He casts 1 spell, you cast 1 spell, therefore the balance remains.
Except for that with no gear, it takes well under one heal to cancel out a frostbolt. In fact, one heal can counteract four frostbolts. Add +600 damage and +1000 healing, and one heal doesn't even counteract three frostbolts.
A heal that healed for as much as Frostbolt with GH5's HP/s with gear added would heal for about 300 less than frostbolt.
Dont frostbolt and healing spells get the full spell coefficient (i.e. cast time/3.5seconds) ?
Pre Talents, Frostbolt and GHeal are both 3second casts.
Therefore untalented, if you have +300 spell damage, you only need +300healing to have your heal scale by the same amount as the frost bolt (unless I have made some horrible mistake somewhere, if I have please let me know :) ).
So I dont see how they scale any differently. The original issue was how you measure that scaling.
I would say that the dps of frostbolt went up by the same amount as the hps of heal, and therefore they scale equally; while Elerion was stating that the ration of hps to dps was going down and therefore it was not scaling as well. That to me is a misnomer, scaling shouldnt be measured in this context as a ration between hps and dps but in the absolute relation that if dps increases by x, hps has to also increase by x; because the base value of the heal spell is larger than that of the damage spell when you extrapolate to infinate +heal/damage you find that the ration drops.
As I put in my first post the only way the hps/dps ration could remain the same is if scaling were based off the base value of the spells, for the same reason that loweer rank spells scale alot better in terms of dpm/hpm unless given artificially low spell coefficients.
A heal with GH5's HP/s that healed for as much as a frostbolt would be a .625 second cast, and therefore only get 18% of +healing per spell, compared to frostbolt's 81%.
Hp/s and dps going up at the same rate is only equal scaling if they were the same to start with. If you go from one GH cancelling out four frostbolts to one GH cancelling out one frostbolt, then either healing is vastly more powerful than damage at low gear levels (Until mages started getting epics I had to try very, very hard to lose to a mage in a duel), or healing is completly worthless at high gear levels. If the value of two things change relative to eachother as gear changes, then they aren't scaling equally.
Yes but he cant cast 4 frostbolts in the time you cast 1 GHeal. He can cast 1 frostbolt.
As a number the increase in dps and hps is the same. He gains X dps, you gain X HPS.
The scaling as a ratio to each other has little to do with it, you are just chosing to look at the numbers in a way that supports your complaint. The problem doesnt even manifest itself as a hps problem but a hpm/dpm. You can still outheal a mages damage, but it becomes harder because his damage approaches your healing in mana efficiency. Basically it manifests itself in that you cant just run a mage OOM as quickly.
Judia the issue isnt about a single incoming damage source its about multiple incoming damage sources. If blizzard changes the tempo of the game to reduce two shotting but changes the HPS to DPS balance to reduce the force multiplier effect of a healer then we end up with a metagame where optimal numbers of healers will shift over the lifetime of an expansion.
At this point its impossible to know whether that means a team will always calc the other sides damage and attempt to bring enough healing to outheal spike/burst or attempt to cope with spike/burst and focus more on endurance healing outlasting the other side.
The concern though is as the ratio of healing:damage output decreases rather than bringing more healers people will choose to bring less healers instead as they are less effective.
Its not a hugely bad thing if healers can respec damage and be effective but if they cant it will create problematic class balancing issues for designers trying to keep all classes viable at all points in the cycle.
This presupposes healing:damage ratio is reset ~1 year from BC release in a new xpac with even harsher downranking penalties.
You can still outheal a mages damage, but it becomes harder because his damage approaches your healing in mana efficiency.
If it becomes harder, then they aren't scaling equally.
There are lies, damn lies and statistics.
350 +spell/heal increases your dps by 100, and increases your hps by 100.
They increase by the same absolute amount. Its that simple.
To Enshula:
It doesnt matter how damage and healing scale relative to each other in PvE, only in PvP.
I would say the problem isnt scaling, the problem is that 1 GHeal can out heal 4 frostbolts with no gear, should 1 priest really be able to outheal the focus fire of 4 mages at any level ?
IMO, no.
The fact that before scaling it was possible has given priests unrealistic expectations; they could easily destroy any mana using class simply by healing themselves until the opponent went OOM and wanding them to death. (Which is why many of the very best priests felt that holy/disc was better for pvp than shadow), and were completely unbalanced while now they are (IMO) much more balanced.
The maths dont support relative scaling, the game would break MUCH faster if healing and damage did scale at the same rate, or we would be back to a situation where DD spells barely scale at all. Scaling would have to be based on the base hps/dps of spells and would become horiffically complicated to actually code and impliment.
It doesnt matter how damage and healing scale relative to each other in PvE, only in PvP.
I would say the problem isnt scaling, the problem is that 1 GHeal can out heal 4 frostbolts with no gear, should 1 priest really be able to outheal the focus fire of 4 mages at any level ?
IMO, no.
Then that should be changed. Fixing an imbalance through scaling isn't fixing it, as it still exists at low gear levels. Having things not scale proportionally guarantees that there will be problems at some gear level.
Scaling would have to be based on the base hps/dps of spells and would become horiffically complicated to actually code and impliment.
In the grand scheme of developing a MMORPG of the magnitude of World of Warcraft, I don't think this would qualify as "horrifically complicated".
Well for one I dont believe spells have a hps/dps measure in their data files. So you would have to run a caculation step for every spell, infact probably 4:
1) Calculate the maximum damage
2) Calculate the minimum damage
3) Calculate the average
4) Calulate the hps/dps
It might only be 4 steps, but that is on every spell cast and that could potentially swap your UI in raids or pvp.
Secondly I think you underestimate what Real scaling would do. For one it would mean that the higher level spells not only scale faster in dps but faster in dpm. The game would, infact break down quite horribly, allow me to throw some numbers at you. Currently 350+damage gives an increase of 100dps (before talents or spell crit), on every spell level, so whta amoutn of scaling would that be equivalent to ?
Well on rank 8 frostbolt +350 damage is a 98% increase in spell dps and dpm (dps and dpm scale at the same rate). The tables look like this:
Now lets apply "true scaling", where 350+damage represents a 98% increase in dps. To do this we put in a magic number of 1/300 to calculate the dps coefficient.
I.e. %age Dps increase = (cast time/3.5 * spell power/300)*100
Scaling becomes much more extreme, and low level spells are utterly redundant the moment you can replace them, they are worse in both dps and dpm, and they scale more slowly. Essentially the slope of your graph is much steeper causing things to scale out of control alot faster.
Edit: I can't work out the right syntax to make tables show nicely, Any tips ?
Flash is being used because against a competent team, odds of you getting off a 3 second heal are pretty abysmal. This will still be the case in TBC. Against worse teams I can hide in some bushes and spam greater heal to my heart's extent, but it just doesn't happen against strong players. That's why the GHeal/Bolt comparison is pointless. Damage casters will be able to use longer cast time spells to a much greater degree, since stopping heals is the primary concern of the opposing team.
This is particularly true. Please stop using frostbolt vs Gheal, use scorch vs FHeal if you must. This is PvP only, PvE is completely irrelevant for this discution as mobs and bosses are designed and tuned by hand.
The only thing vastly increased HP values scream to me is the need of increased healer mana pools. Fights lasting longer will mean you either become useless after 1-2 minutes because you ran OOM, or you have to sacrifice a lot of mitigation stats (sta, resilience, armor) to get the mana pool you need to do your job.
For the purposes of scaling it doesnt matter what spell you use, the effects of scaling of the type asked for are true whatever spell you chose to look at. What is in question is how spells (in general) scale. The general results from the numbers I posted (i.e that with %age scaling your completely break lower level spells and everything scales waaay to fast) apply to scortch and flash heal just as much as frostbolt and GHeal.
I don't see a problem with a percentage based, spell damage scaling system. To me it seems to be the most logical way to go about it. It would have removed the need for the cast time dependant bonus and the de-ranking nerf of TBC. Granted, lower rank spells would never have become what they are in todays game, but encounters would have been tuned (either internally or by the forum whinge > nerf method) regardless.
I often wonder why blizzard went with +xdmg instead of +x%dmg in the first place. It's a different way of doing it, but it sure has created a lot of drama. If blizzard originally balanced caster damage and caster heal on a no-plus damage environment, then those original balance views are surely skewed in some way now due to static damage increases.
Judia, base spell values were created in an environment that was free of +dmg. Converting numbers from a static system to a percentage one is bound to give seemingly imbalanced outputs. Assuming blizzard went with an additive multiplicative system to begin with, they would have adjusted base spell ranges accordingly, reducing the gradient of the scale.
Just looking at the itemization coming out so far, the solution blizzard currently seems to be using is avoiding large amounts of +dmg, favoring the newly padded stamina and scalable hit/crit. Which is great for healers, I suppose, as it keeps the dmg:heal ratio in check, but also makes you wonder about the balance between melee and casters. They've got to up the damage sometime; maybe their plan is simply to reduce the overall rate of +dmg growth until the next expansion when they can set new base values again.
As a paladin it's certainly worrisome as speccing/playing "offensively" is generally less than stellar(not to say it's not effective, but it's certainly not a strength of the class).
I often wonder why blizzard went with +xdmg instead of +x%dmg in the first place. It's a different way of doing it, but it sure has created a lot of drama. If blizzard originally balanced caster damage and caster heal on a no-plus damage environment, then those original balance views are surely skewed in some way now due to static damage increases.
The same reason you dont get +% health, +%heal, +%ap +%int, +%mp5s.
Because the game ends up breaking too fast, far to fast.
Hell they are REMOVING +% crit, +% block, +% parry etc etc
What makes you think they would suddenly add in +% damage.
Blizzard have learnt that this sort of scaling simply starts hitting limits and breaking the game, and are quite rightly moving away from such scaling. Asking them to apply it to spell damage (or healing to refer to the OP), is a thoughtless idea.
I often wonder why blizzard went with +xdmg instead of +x%dmg in the first place. It's a different way of doing it, but it sure has created a lot of drama. If blizzard originally balanced caster damage and caster heal on a no-plus damage environment, then those original balance views are surely skewed in some way now due to static damage increases.
The same reason you dont get +% health, +%heal, +%ap +%int, +%mp5s.
Because the game ends up breaking too fast, far to fast.
Hell they are REMOVING +% crit, +% block, +% parry etc etc
What makes you think they would suddenly add in +% damage.
Blizzard have learnt that this sort of scaling simply start hitting limits and breaking hte game, and are quite rightly moving away from such scaling. Asking them to apply it to spell damage (or healing to refer to the OP), is a thoughtless idea.
I think you miss-interperted my post. I'm not suggesting they suddenly add in +% damage. I said if they had gone with that from the start, it would have saved them a lot of trouble.
As for your arguements against a +% system, you can't compare it to crit, block or parry etc. The difference is that these attributes have a cap that one day would have been reached, or made other mechanics completely trivial (see hit tables regarding glancing blows and crit caps)
But you sure as hell can have an additive multiplicative scaled system for all sources of damage and healing, hitpints, mana pool etc. Your reasons for stating otherwise are flawed and are largely based on data that is totally irrelevant (eg: spell damage values that were devised for a different environment)
If you tweak the original numbers, all of a sudden your "breaking the game" model is working in perfect fluency and balance, with no need for mechanic changes later down the track such as the incoming low-rank nerf.
If level 60 chars had 2,500 hitpoints and did 500 damage per attack, and an entire T1 set gave +50% (hp, mana, spell damage, etc whatever was relevant to that class) then what exactly would be the problem? T2 gives +70% T3 gives +90%.
Tell me, at what point would the game break down?
at the scale I have proposed, T5 gear (released in content in 2008 :D) would give +130% to base stats.
The system would work perfectly fine, so long as the original balance of hp/mana/damage etc was accurate.
I have never said this should be implemented in wow's current state. All I said was that it would work better had they done it from the start and was the most logical way to go about scaling.
They aren't removing +crit%/etc., they're just making the effect of it scale with level. At level 60, there's no difference between +14 crit rating and +1% crit. The problem with +1% crit isn't power, it's that once every attack crits there's no more it can do.
There's no reason +x% damage or healing on items has to break the game any faster than +x AP, or that it has to break the game at all. +150% damage done breaks nothing as long as gear also gives +150% hp. There's no point where it stops having a benefit. +150% hit breaks things if there isn't something else that lowers your hit chance.
I often wonder why blizzard went with +xdmg instead of +x%dmg in the first place. It's a different way of doing it, but it sure has created a lot of drama. If blizzard originally balanced caster damage and caster heal on a no-plus damage environment, then those original balance views are surely skewed in some way now due to static damage increases.
The same reason you dont get +% health, +%heal, +%ap +%int, +%mp5s.
Because the game ends up breaking too fast, far to fast.
Hell they are REMOVING +% crit, +% block, +% parry etc etc
What makes you think they would suddenly add in +% damage.
Blizzard have learnt that this sort of scaling simply start hitting limits and breaking hte game, and are quite rightly moving away from such scaling. Asking them to apply it to spell damage (or healing to refer to the OP), is a thoughtless idea.
I think you miss-interperted my post. I'm not suggesting they suddenly add in +% damage. I said if they had gone with that from the start, it would have saved them a lot of trouble.
I disagree.
It would have just made the gear gap even bigger and cause even bigger dissent from casuals.
The system would have broken alot sooner, or scaled so slowly gear was irrelevent.
The system would have broken alot sooner, or scaled so slowly gear was irrelevent.
The model isn't all black and white, there are grey areas.
Irrelevant:
Level 60 char has 1,000 base hp
Entire T1 set gives +5% stats
T2 gives +10%
T3 gives +15%
Yes, probably not worth your time attaining those sets. Although not technically broken, it would make for pointless raid content and in the end, less dollars for blizzard.
Broken:
Level 60 char has 1,000 base hp
Entire T1 gives +100% stats
T2 +200%
T3 +300%
Here the difference between casual guys in T0-T1 and hardcores in T3 is quite large, and although not technically broken, probably not the best idea for blizzard given the fact that most of their playerbase (dollars) is not hardcore.
Between those 2 extreme examples is a large grey area that is scaled quite well, and never approaches game breaking. If you can't see that then you're quite stubborn.