WoW Developer Watercooler: Building Healthy Gameplay
In their second update Blizzard have revealed some of the changes coming to player health, resilience and player healing in the Warlords of Draenor update.
The update covers all three bases in some depth and details as to why Blizzard are making changes to these areas. Primarily it's all about making the player feel as powerful in PvP as they do in PvP.
high amount of base Resilience and Battle Fatigue in Mists of Pandaria currently causes characters to feel much weaker in PvP than they do in PvE. To address this disparity, were approaching Warlords of Draenor with the goal of shrinking that gap as much as possible. To reduce dependence on Resilience, we needed to increase player survivability against other players, and we chose to do this by essentially doubling (post-squish) player health.
In addition to the above, it looks like the biggest change to healing is going to be the fact you heal for less while the damage of enemies you're facing will remain static or slightly stronger. The idea behind this is to make healing more interesting for the player and to reduce the continued cycle of healers keeping players constantly at 100% health (as opposed to anything between 0 and 100).
To that end, were buffing heals less than were increasing creature damage. Heals will be deliberately less potent compared to health pools than before the item squish. Additionally, as gear improves, the scaling rates of health and healing will now be very similar, so the relative power of any given healing spell shouldnt climb so much over the course of this expansion. For those concerned about what this means for raiding, dont worrywere taking all of these changes into account when designing Raid content for Warlords of Draenor.
Lastly, some heals will be removed and some renamed and others re-balanced accordingly. For the full blog, hit the jump: it's well worth the read.