In a comment to the
previous post,
Green Armadillo asks:
Rohan, I'm curious, how do you answer the enrage timer question? I don't disagree with anything that you've said, but the Crab does have a point; it's hard to design an encounter for 5 healers that isn't easier with 7 healers, unless you put a harsh and unforgiving DPS check on it.
This is my take on encounter design and raid make-up. To start, the number of tanks a raid needs is determined by the specific encounter, and is really independent of any any other concerns. Generally, the number of tanks is fixed. You need as many tanks as there are things to tank, or how the tank rotation plays out, or Hateful Strikes work, etc. This is all very encounter-specific.
The mix of healers and DPS is determined by two competing constraints: the
minimum raid DPS required; and the amount of
damage done by the encounter. You need to take enough healers to heal the damage done, and you need to take enough DPS in order to meet the minimum raid DPS required.
The minimum raid DPS requirement can be determined by a lot of elements in the fight. The very basic requirement comes from the boss' health and the enrage timer. For example, you have to do 4.75 million damage to Void Reaver in 10 minutes. That's a minimum requirement of 7920 DPS from your raid. Another example would be the amount of DPS required to kill an Astral Flare on Curator before the next Astral Flare spawns. High minimum DPS requirements are what make fights challenging for DPS players, and push them to improve their skills.
The damage done by the encounter is pretty obvious, but there are a couple of wrinkles. First off, though most of the damage is done to the tanks, there's a limit to how much tank damage is actually healable. There's a point where the tank will just get gibbed before the next heal can land. So encounters start doing more and more damage to the raid, like in upper T6 and Sunwell content.
However, the number of healers and DPS is related. The
easiest way to meet the minimum raid DPS requirement is to drop healers, and add extra DPS. In our Void Reaver example, with 15 DPS, individual DPS needs to average 528 DPS (over the entire fight, remember that ranged is dodging orbs). If you can get by with one less healer, and run with 16 DPS, the individual average drops to 495 DPS.
So the basic tension in encounter design is between the minimum raid DPS required and the damage done by the encounter. If the minimum DPS requirement was close to zero and the damage done was high, the optimum raid would be all healers, as you could guarantee that they would keep the raid alive and--eventually--kill the boss. Similarly, if the damage done was zero, and minimum DPS requirement was high, the optimum raid would be all DPS.
At this point, it doesn't seem like it would be hard to balance around a lower number of healers. You simply increase the minimum raid DPS required, and decrease the damage done by the encounter. But there's a second wrinkle to the number of healers required: you need enough healers to cover the "gaps" in healing when some healers need to pause healing, and to cover when a healer dies.
If there are fewer healers, a single healer death is more likely to lead to a wipe. For example, doing Karathress with only 5 healers might be hard, because you'd have 1 healer on each tank, and 1 healer on the raid. Losing any one healer will probably result in a wipe. But then again, tanks suffer much the same problem. In most encounters, losing your tank is a wipe.
The easiest way to explain covering the "gaps" in healing is to look at the
Terestian Illhoof fight in Karazhan. Illhoof is a fairly hard fight to learn with only two healers, especially when a raid is still mostly in blues. If you only have two healers, and one gets Sacrificed, the remaining healer has to keep the main tank, aoe tank, and the Sacrificed healer (who is taking 1500 dps!) alive all by herself. And if the Sacrificed healer dies, it's pretty much a guaranteed wipe if the remaining healer gets Sacrificed. This gets easier once the raid gets better better gear and the DPS is able to blast the chains quickly, but when you're learning the fight, it is
much easier to do Illhoof with three healers.
A lot of fights have similar mechanics, where you take extra healers to cover the case where multiple healers are incapacitated. For example, Tidewalker is probably healable with 5-6 healers. However, if 2 or more healers are Watery Graved, that's a wipe. You take extra healers to cover that probability. Leotheras is similar, as is Teron Gorefiend.
The best solution to this issue is to prevent healers from being affected by encounter elements such as these. For example, if Illhoof never Sacrificed healers, it would be very easy to balance Illhoof around 2 healers. If Tidewalker never Watery Graved healers, you could balance Tidewalker around 5 healers easily. These effects often exclude the tank (where the tank is usually considered to be the person highest on the threat meter). You could use a similar metric to identify the healers. The healers are the top 5 people on the healing meter. That's probably correct 99% of the time, especially once you get about 30s into the fight.
Of course, that means that healers never get to enjoy some of the fun mechanics in certain fights. For example, killing her Inner Demon on Leotheras is a lot of fun for a healer because it's very different from her standard gameplay. But once you identify who the healers are, it becomes possible to include them without completely randomly hosing the raid. For example, right now Tidewalker randomly selects four of {healer, DPS} to be Watery Graved. This means that anywhere from 0 to 4 healers could be Graved (though 3-4 healers being Graved is highly improbable). But if you identified the healers, Tidewalker could randomly select 1 healer and 3 DPS. Guaranteeing that only one healer is ever Graved at a time would make it much easier to balance around fewer healers.
To sum up, the basic balance between healers and DPS is governed by the minimum raid DPS required and the damage done by the encounter. These numbers should be able to be balanced around a lower number of healers. However, right now most encounter elements do not differentiate between healers and DPS. Because healers and DPS are targeted equally by many effects, more healers are required to cover the improbable cases where healers are disproportionately targeted. If healers and DPS were identified and targeted
separately, then this factor would go away. Identifying healers should be fairly easy using the standard healing meters, and identifying DPS should be easy via the damage meters.
Identifying healers and DPS, and treating them differently, could also lead interesting encounter elements that challenge healers and DPS differently. For example, consider a fight where the DPS gets separated from the healers into different rooms, and each team is faced with a unique challenge. The healers might have to kill their mob quickly, while the DPS might have to kite and kill their mob without getting damaged. In addition to reducing the number of healers required, identifying healers could even lead to even more interesting and varied boss fights.