Quick notes for now since I’m at PAX East. I’m I’ll give this more discussion going forward, probably on the next podcast (hopefully soon) especially.
As many healers have noticed, in Patch 6.1, all non-Spirit items were removed from the healer classes’ lootspecs. So healers can’t get them from any source that respects lootspec (bonus rolls, personal loot in dungeons or raids, LFR, mission tokens, challenge mode rewards, and so on). This seems like an odd choice since Int vs. Spirit, especially on trinkets, was generally considered an interesting loot choice and there was a lot of variation in people’s views on it.
To briefly summarize why it happened: tanks have a similar situation with Bonus Armor, and for them there isn’t as much choice. Bonus Armor is unequivocally better for tanks, and so this change was needed in their case–it prevent them from getting non-Armor items they’d never use. But for healers, Spirit is not always unequivocally far better than Int; in fact many healers have situations where they choose Int on trinkets. So this change has the odd effect of removing an interesting loot choice. Blizzard’s stated reason is that they want “healer” and “DPS” trinkets to be clearly delineated, so there aren’t items with overly broad competition in a raid, which is frustrating. That makes sense, but overall I don’t think the 6.1 solution is a good way of addressing it.
There are some mana balance issues unrelated to all this. Disc has a super undercosted spell so they have excess mana (separate class toolkit issue). Paladin doesn’t have heals with enough marginal gain over Holy Light casts (separate class toolkit issue). For now, let’s take a class with a very well-working mana game, and a good spellcasting options which are influenced by mana constraints (Shaman or Druid). Right now, the weird thing is, things should be totally fine for these classes. Int and Spirit (on trinkets) are reasonably well-balanced options. That’s a hard thing to do and it’s done surprisingly well. There are good cases for both stats and it can vary with content/encounter. Furthermore, they removed the choice from most slots (4 where you always want Spirit and many where you never do) to prevent being able to swing it too much, but left the choice in 2 important slots (trinkets).
Everything about this, so far, is so good and healthy that it’s a little bizarre that they feel a need to stamp it out. We’re talking about removing actual, good, gameplay in the form of meaningful stat choices (one of the most prominent places such a thing remains). The biggest problem with the solution is that it seems to ignore that the class/stat design doesn’t support this notion of Spirit being unequivocally far better in every situation. That’s not even close to true, even for a class like Druid (even if Spirit is often slightly better in many situations). That might take an expansion-level change, again.
And furthermore, they’d have to massively buff Spirit in a way that didn’t accelerate mana flooding (which is okay in Warlords, but touchy, as I got into here: Healing Theory: Warlords Spirit Update | It’s Dangerous to Go Alone ). That’s okay–for example, the recent Monk change was careful about this. Watcher’s suggestion in a recent interview of making Spirit also give SP to healers would do it for all healers. But totally reworking the function of the stat seems like next-expansion territory.
If they do make an big fundamental change, wouldn’t it better to still have the option of regen stat vs. throughput stat–an option that is already designed, implemented, and well-balanced (rather than mashing them into one stat)? It would be perfectly fine to have Spirit and Heal Power trinkets, both of which were not shared with DPS. Or simply go the Mists route of having some trinkets that only proc on damaging events and some that only proc on heal events. There are various potential ways to have clearly-defined “DPS trinkets”, “Healer Spirit trinkets” and “Healer throughput trinkets.”
In short, this change feels a little reactionary in response to players exercising a choice of stats (which is of course a good thing). Not only does it sacrifice a solid, if minor, bit of decisionmaking, but it doesn’t even solve the problem. Healers will still want exactly the same items they wanted before, but now, in certain cases, it will be much more annoying to get them.