World of Warcraft

Upcoming Changes to Mana Regeneration

Don't forget to check out the Class Change Highlights for 3.1 as well.

Quote from: Bornakk (Source)

As we have suggested, we have become concerned that mana regeneration is currently too powerful, especially for healers. We want players to have to keep an eye on mana. We don’t want you to go out of mana every fight, but running out of mana should be a very real risk for sloppy playing or attempting content that you aren’t yet ready for. When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.

Here are a list of changes you are likely to see in 3.1. They will be available to try out on the PTR. Mana regeneration is somewhat technical, so please bear with us.

  • Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
  • To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
  • The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.
  • Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
  • In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.
  • We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.
  • We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.
  • These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.
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  • nyhok said 
    Tue, Feb 24 2009 5:21 AM ()

    Isn't this going to cause an aggro problem during PvE combat as more healers will try to go for smaller heals which have cast times to regen mana? And with the only threat reducing ability being Fade (I long to see the day that Priests have a Feign Death) there will be a lot of dead priests around, therefore reducing their numbers even more.

  • Ralonweb said 
    Tue, Feb 17 2009 5:18 PM ()

    Being that im not into the hardcore details in this game like a lot of people. Maybe im just missing something, but would it not make more sense to bring the mana cost back up on the spells rather than to make people sit around longer between fights. Especially when they are wearing cloth and got respawns going on all around them?

  • Wed, Feb 11 2009 11:40 AM ()

    Ok, I'm REALLY miffed. Blizzard DELETED the original thread (50 or so pages of replies) and made a new one in Healing.

    What the hell kind of Orwellian crap are they trying to pull? delete the 50 pages (and not one death threat amongst em from what I could see) and pretend they never happened. Everything is double plus good. No unmutual remarks were made as the people are happy with Big Blizzard's latest decrees.

    Yeah.

    I hope they get another 50 pages worth of mostly criticism and delete that too... it will make it obvious that Blizzard intends the official forums for important announcements and useless idiots. Actual reasoned feedback and criticism will be disappeared.

  • DWSR said 
    Wed, Feb 11 2009 9:49 AM ()

    What I want to know is why all the other powers (runic, energy, rage), are all infinite, and mana isn't.

    Increasingly insane amounts of raid damage would be fun. Do that instead of nerfing mana regen.

  • Desgaard said 
    Tue, Feb 10 2009 8:16 AM ()

    I don't mind these changes. It's true that druids and priests have too high mana regen. Paladins and shamans have worse mana regen and they made it even worse for paladins. That I don't understand. Perhaps it has something to do with pvp.

    But anyway; how about Blizz knows how to play their game and you don't? Ever thought of that? And besides, no matter what they do, half of the people will always complain :)

  • Tue, Feb 10 2009 8:10 AM ()

    Hmmm as a serious resto shammy I dont know whether to be exited or appalled at this idea. As the other post have said Shammys wont be effected as much by this change. From the blue notes they seem to be correct. But as a healer shammy, I utilized this class more for PVP then raids especially in the BC era. In WOTLK up to now I was unable to keep the mana mitigation like priests and druids and that kept me from most end game 5 mans as the only healer but, I consider this class especially helpful in larger raids (as the totems and tank friendly buffs bring alot to the fight). It will be interesting to see how the raid dynamics will change after this. Maybe I won't hear "whatta mean you have to drink again!!! Lets go!!"

  • Kreppy said 
    Tue, Feb 10 2009 6:04 AM ()

    May be ive been doin something wrong but so have all the other holy pallys i talk to that are healers, its hard enough now sometimes tryin to keep up with the overexcited tank runnin his health down and keep ourselves alive and keep a good source of mana comin in. ive been told im pretty good at healing but im still tryin to learn all the little tricks that i can tweak out of my character and now they wanna change things again. Another thing is the pvp i/we holy pallys (that i talk to) suck at pvp, were good for healing then go to play against others and get mobbed first for healing and they want to make healing harder lets rethink that one

  • Sat, Feb 7 2009 4:46 PM ()

    2 days since post, 38 FULL PAGES of replies, the overwhelming majority of which sum up to "EPIC FAIL, BLIZZARD".

    What amazes me the most is how many replies were well-reasoned, intelligent assessments (because I'm used to seeing a lot of hyperbole and drama on official forums).

    The big issue is that Blizzard's stated goal with many raid changes is "bring the player, not the class", and yet the original blue post says that they assume that even 10-mans will have replenishment which is currently only available to three classes... and even then, on specific specs of three classes. This totally flies in the face of "bring the player, not the class".

    I'm Still waiting for the "Early April Fools!" blue followup post.

  • Fri, Feb 6 2009 7:23 PM ()

    Why? Because Blizz is stupid. I seriously doubt they play the game as much as we do. So like administrators in a board meeting, they hand down redunant and completely useless rules that make work harder for the underlings.

    I kind of understand their thinking, but when they claim they are making the game easier for new players, and then go off and pull nonsense like this, it makes me scratch my head and go huh?

    Blizz has the a new pet class to dote on, so like the Druids way back before TBC, us healers are the new whipping-boy.

  • Fri, Feb 6 2009 10:00 AM ()

    Back in TBC days, I specced my priest holy/disc for the Divine Spirit buff, and I itemized with mana regeneration higher on my list than spellpower... I did this because my role in the raid was to be the healer still going strong when everyone else was OOM.

    WOTLK came and I started going OOM on stuff. I did my research and saw that Bliz was hitting us with the nerfhammer, so I started stacking a ton of Int and Spellpower. Now that my priest finally has fairly decent raiding gear (almost all lvl 200 stuff), I've been fiddling with numbers to get my mana regen back up a bit higher as I STILL go OOM during Sapphron (of course, maybe the fix to the frost aura will make this less of an issue) and other healing-intensive fights.

    Still, my point is that I feel that I sacrificed a lot to stack up significant mana regen back in TBC days... it was a CHOICE, and I think I contributed a lot to the raids by my teammates KNOWING that at least one of our healers would have mana enough to keep casting when a fight drew out way longer than normal.

    Looks like Blizz is once again making life harder for us healers. I agree with Spritpixie ... why on earth do they want to make an already scarce role (those who LIKE healing) even scarcer by so constantly beating them down with the Nerf Hammer?

  • Fri, Feb 6 2009 9:13 AM ()

    " I really preferred the days when running something meant thinking about what you were doing, not spamming buttons."

    If you already know what you're doing there's little reason to need to stop and think.

    My annoyance stems from two areas.

    one: Mana WAS a problem when we all first hit 80. Especially for healers who use spirit due to the huge difference in the spirit to regen coefficient at 80. Mana only became a non-issue as we began to over-gear the encounters. Once Ulduar hit, whether it's actually harder or not, we aren't going to over-gear the encounters anymore. Mana is likely to become an issue again even with our current gear and no regen nerf.

    Second irritation: Why on earth make one of the least played roles in the game more of a nuisance? We need more healers in the game, not fewer.

    Well that and the fact that Shaman are the only ones not affected by this list so it makes me even happier I'm leveling a Shaman to replace my Priest. :) Nevermind all her best in slot gear and titles and such...

  • Ishmael said 
    Fri, Feb 6 2009 8:42 AM ()

    "Should be o.k in 5 mans as long as the tank slows up on pulling (currently healers kinda have little chance to break due to tanks being somewhat impatient)"

    I would say that is exactly what they are trying to address here.  All I see in dungeons now is "Gogogogo."  With the WotLK current model people can just run frenticly through an instance with almost no stopping.  Now I am not a huge fan of downtime, but I am not at all fond of this new experience.  I really preferred the days when running something meant thinking about what you were doing, not spamming buttons.

  • Drazzard said 
    Fri, Feb 6 2009 3:09 AM ()

    50% is gonna hurt, even with wing up thats still a 30% debuff.

    Should be o.k in 5 mans as long as the tank slows up on pulling (currently healers kinda have little chance to break due to tanks being somewhat impatient)

    10 Mans will be where this gets the big hit, as many groups tend to take 2 healers to bring in extra dps. If healers are going oom too quick (bearing in mind we dont have pot spam anymore) than an extra healer will be necessary in most cases to alleviate pressure on mana pools.

    25 man will see a similar effect i think, though not as bad as 10 man imo, as 5-7 healers should be o.k between themselves.

    I may be off the mark, but its just my 2 cents. It will all come out in the wash, I'm sure

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