Quote:
At the same time we still suffer the issue of where we will put the balance?
This is the problem. They want everyone to experience the content, which means a certain amount of dumbing it down to almost full on ****** level but they want to challenge the end gamers that bring prestige to the game. Current mana regen is but a symptom of a bigger problem, easily fixable in itself (so much so that talking about it can be summed up with 'nerf mana regen and make fights harder') however until blizzard has a clue on where they are going with content it is meh. As for Uldaur its getting better. 10 man, non hardmode is terrible. 25 man, non hardmode feels a little bit tighter say S 1d or 2d in difficulty rather than Sarth zero. As for hardmodes, well they set a lot of stock in 3drakes and it was a relatively easy fight. But we will see how things scale up. Right now 25 mans aren't a mana issue on regular mode either but its less of a joke than T7 was.
you have stated what you think the problem is but offer nothing in the way of an idea of solution. more talking in broader and broader circles.
casual play vs hardcore play is NOT the issue. they introduced 10 vs 25 mans to assist that. now they are giving us Hardmode to further distinguish the difference.
the problem is they F-ed all the stats and talents, made specs OP, and in the process ruined the game itself. ima give you a good example of an interesting fight gone bad:
Grand Widow Faerlina
a fight that had alot of potential to show off the strengths of having a diverse raid. you have poisons, splash dmg, spike tank dmg, CC, multi-tanking, dmg and healing urgency. on paper Blizz thought they had a winner of a raid battle. what happened? they let stats and talents run wild and every class became OP. now the fight is a relative tank n spank. in retrospect they have no way to balance that fight without reverting the classes.
do you think Ulduar will be different than this failure? Blizz will try endlessly to try to balance the game on the surface when they really need to be making changes from the core.
DKs make some portions of the game trivial due to their particular mechanics and abilities(remember the mana decay/increased healing from Reliquary of Souls = imp Runetap playground). the current state of threat and dps is obnoxious. dps is able to go from 0 to 60 as soon as the tank taps the enemy with no consideration for self-preservation. tanking has been reduced to blind rotations with no regard for watching threat levels and relying solely on healers for mitigation. healing is spamming and overhealing, nuff said.
the devs are not about to tone down dps output. if a warlock drops from 6k to 5.5k dps, the community will QQ til the tauren come home. tanking has become so homogenized between the classes that its almost too late to change, besides tanking is only trivialized by OP healing. which brings us to the main topic.
healing is OP because of mana regen. without putting effort into longevity, we are able to focus on more bang. druids and holy priest are gettin taxed soon through Spirit nerfs. pallies are essentially left unaffected. they can change DP to 100%...we just wont use it in combat. MP5 will continue to be worthless as long as the +%mana regen are in place.
with all these brain dribbles i unloaded i will ask what i asked in my OP:
if MP5 only benefits a few specs, why keep it in the game? you could just as easily use Spirit as the main regen stat. make it more usuable through talents(like with spamming mages). balance the whole healing game using this one stat. MP5 was put in as an afterthought for pallies since they didn't conform to the OO5SR. now it is merely a PITA for Devs. Holy Pally gear sucks when you are a Ret, Prot, War, or DK...MP5 is pretty much worthless. +Spi would have more uses to with a couple tweaks.
i suggest do away with MP5(period)