- One thing I love about the healing blogs is there is a real sense of dialogue and community between them; Jessabelle's questionaire being a recent example (and not a meme). The topic of "making healing fun" has come up a lot recently, and I've said in general that I enjoy healing and would probably be bored dpsing in endgame.
That being said, the raids I'm in are currently on a "farm" state of the instances we can comfortably clear, while we gear up for the achievements and heroics that are slightly out of our grasp.
- Blizzard recently announced that the new patch will introduce a debuff in Icecrown Citadel that will reduce your tank's dodge chance. It is basically Sunwell Radiance 2.0.
Quote from Blizzard staff
Chill of the Throne, Tanking, and You!
For Icecrown Citadel, we are implementing a spell that will affect every enemy creature in the raid. The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee targets. So if a raid's main tank had 30% dodge normally, in Icecrown Citadel they will effectively have 10%.
Why are we doing this?
The high levels of tank avoidance players have obtained is making the incoming damage a tank DOES take more "spiky" than is healthy for raiding. Ideally, tanks would be receiving a relatively constant stream of damage over time. This allows healers to better plan their healing strategy, broaden their spell options, and simply give more time to react. Tanks could use their cooldowns more reactively. Instead, the current situation is that if we make a hard hitting melee boss and a tank doesn't avoid two successive swings then the tank could very well be dead in that 1-2 second window. The use of reactive defensive abilities instead becomes a methodically planned affair, healers have to spam their largest heals just in case the huge damage spike happens.
We've been trying to do a fair amount to mitigate the effect of high tank avoidance on the encounter side of things during this expansion with faster melee swings, additional melee strikes, dual wielding, narrowing the normal variance of melee swing damage, and various other tricks. There's a limit to what we can do, however. So to give us a bit of breathing room we’ve implemented Chill of the Throne. Going forward past Icecrown Citadel, we have plans to keep tank avoidance from growing so high again. (Source)
I think in general people are pissed about this because it was considered a hack back in BC, and it's a hack now; Blizzard planned gear itemization wrong, and now tanks overgear content. That being said; I agree that at current levels of tank avoidance, they would basically have to make the mobs deal so much damage that they would 2-shot a tank if it lands, or else the tanking and healing would be super boring.
So where I'm going with this is; when you first encounter new content, tanking and healing is very dynamic and exciting. However, once everyone in the fight knows the encounter really well, is avoiding the predictable damage and interrupting the spells and moving out of fire, healing becomes really easy. Similarly, tanking becomes boring when you have enough stam and avoidance to survive the bosses super power move without needing to use cooldowns.
Better gear for dps means bigger numbers and more procs; better gear for tanks means less need to manage cooldowns efficiently; better gear for healers means more overhealing and standing around. As my raid members have gotten better at avoiding stray damage and my tanks have gotten better at mitigating the boss's damage; I find more and more that I am spending fight time dpsing and arranging my bags.
This is just an observation, I don't really know what the game designers could do to make it so healing and tanking stays interesting as you gear up and have the encounters memorized. Any ideas?