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Re: Why SnB WP feels unplayable

Posted: Mon Mar 02, 2026 1:04 pm
by Mortgrimm
I really hope the devs take all the really good suggestions on board and think about a "Shield re-patch". I enjoyed this build until the second patch so much and i´m not alone. Would be nice to get the shield build back on track.

Re: Why SnB WP feels unplayable

Posted: Mon Mar 02, 2026 2:44 pm
by DirkDaring
Mortgrimm wrote: Mon Mar 02, 2026 1:04 pm I really hope the devs take all the really good suggestions on board and think about a "Shield re-patch". I enjoyed this build until the second patch so much and i´m not alone. Would be nice to get the shield build back on track.

I would like to think so, however if you look at the votes, one of the Devs here, and who plays Shield spec WP, thinks the changes are great, and voted that they are fine.

viewtopic.php?f=15&t=60275

Re: Why SnB WP feels unplayable

Posted: Mon Mar 02, 2026 4:25 pm
by Rydiak
Just to throw in my two cents here, I feel the gameplay is fine (if not improved from how it was before) but I have suggested a couple numerical tweaks to the balance team which I hope they will agree with.

Re: Why SnB WP feels unplayable

Posted: Mon Mar 02, 2026 4:51 pm
by kpihuss
Rydiak wrote: Mon Mar 02, 2026 4:25 pm Just to throw in my two cents here, I feel the gameplay is fine (if not improved from how it was before) but I have suggested a couple numerical tweaks to the balance team which I hope they will agree with.
I appreciate the note, but I don’t think the “gameplay is fine” conclusion matches what we’re seeing in the playerbase. Post-patch, shield healer representation in RvR/scenarios is close to nonexistent. That kind of adoption drop usually signals more than just numbers—it signals that the loop (risk/reward, reliability, responsiveness) no longer feels comparable to the previous version. I’m glad you’ve suggested numerical tweaks, but I believe the gameplay/feel is also a core issue here.

Re: Why SnB WP feels unplayable

Posted: Mon Mar 02, 2026 5:07 pm
by Rydiak
Grace was extremely good at only a couple things before and absolutely trash everywhere else. I feel like Grace is now good everywhere, with very little in the way of downsides compared to before. If you were used to how it felt in those areas where it was god-like before then yea I can understand how you'd feel it isn't good now. It is a difficult spec to play well and completely different from the other caster healers, but I do not find its performance to be bad at all. Your mileage may vary, of course.

Re: Why SnB WP feels unplayable

Posted: Mon Mar 02, 2026 5:19 pm
by kpihuss
Rydiak wrote: Mon Mar 02, 2026 5:07 pm Grace was extremely good at only a couple things before and absolutely trash everywhere else.
That’s why we shield healers played the spec.

We’re not cast-healers, and we don’t want to be cast-healers. We want to be lifetapers.

If you read the comments from other former shield healer players, you can see what we want: being in combat should be the way we heal ourself and teammates. Strong heals, decent damage. But when we’re out of combat, we should suffer the consequences of being out of combat—just like a Shaman will run for it when melees get on them, because every class has its strengths and weaknesses. And I don’t think there’s going to be a patch that gives Shamans melee tools… because that isn’t their playstyle.

The shield healer playerbase is asking you for this. Please listen to them.

Re: Why SnB WP feels unplayable

Posted: Mon Mar 02, 2026 8:11 pm
by Mvl130
I am going here to quote my post from this topic I made almost a year ago (see feedbacks given there in replies) : viewtopic.php?p=572468#p572468

- Range healers do not need to invest at all in willpower through talismans in order to sustain their whole group. They can slot fully defensive talismans. Shield spec needs to slot strength, otherwise healing output is too weak to sustain a party.

As a result, shield spec, despite being in melee, has less defensive stats than range healing specs. This is I guess supposed to be "balanced out" by the block chances, but this is RNG defense compared to constant defenses : if you get unluncky, your health drops dramatically ; this RNG defense is also set to 0 as soon as an opponent is flanking you.

- Frontline healer should be the one stacking armor/toughness/wounds/initiative, yet if you do that, your healing output is so low you're always the weakest healer in scenarios (yes, I've tried to do that). This ends up as a different way of making you fragile, as you are unable to sustain even yourself.

- Because your defensive stats are low, you force a tank to put a guard on you, instead of a melee dps.

- Even with your strength investment through talismans, your damage output is low, now that tactics like Fanaticism or Divine Fury negatively impact your whole healing output. Also, even with full strength talismans, it cannot be said that you heal for more than range healers, you at best heal just as much as they do.

- There was one thing where shield specs were better at than range healers : spamming Divine Strike/Consume Essence would let you sustain your whole frontline in scenarios like Battle for Praag in a very efficient way. But these abilities were nerfed to single target healing, and this can no longer be done.

- It is far more draining to play as a frontline healer : you get controlled more often, you can easily get kited or bursted down, you have to make sure enemies are not flanking you to bypass your RNG defense, you also have to watch out UI frames and select each ally to use Divine Strike on him, you get countered by highly defensive or guarded targets and are constantly forced to try to find someone soft enough to attack. What do you get in exchange for enduring all of this ? Low damage, inconsistent defense, inconsistent healing output.

This gaps between frontline healers and backline healers seems to be both a problem of shield specs underperforming, and range specs overperforming. This week-end scenario is Caledoor Woods, there are Archmages and Shamans who spend the whole scenario sitting on the flag in the middle of the map, casting their heals, it is near impossible to kill them. It is almost as if backline healers were better frontliners because of how resistant they are, and how consistent their healing output is. Being able to play from range should imply in exchange a lower defense, but it is the opposite that happens.

The only thing that has changed since I made this post, is Sigmar's Will now heals outside of party too, which is still far inferior to what former Divine Strike used to do, in terms of both assist damage and healing efficiency.