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Devoted Cleric Upcoming Patch Notes Ruin Class/Shield

healsareophealsareop Member Posts: 155 Bounty Hunter
So what will we get to compensate for the loss of astral shield, a devoted cleric with trash heals and barely any buffs, this class is a mess compared to other MMO clerics which seem like gods and just cannot die. This game sees clerics as squishy, underpowered healing slaves that have enough heals to only manage to keep people alive to the slightest bit. I know there are tons of threads about this already but seriously? If this class doesn't take it up a notch in upcoming content people just wont play them, simple as that.

Any suggestions or ideas?
Post edited by healsareop on
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Comments

  • baltavibaltavi Member Posts: 10 Arc User
    edited June 2013
    The changes to astral shield are great for the game. If a class has to take a specific spell to be viable at any point in gameplay, I would consider that a failure of class design. If a class has to take a specific spell for the entire end game to be viable, that is a much larger game problem. To make up for the changes to astral shield they should have buffed other heals. The cleric class need to be redesigned so that astral shield is an equal choice to other heals and not a permanent unmovable encounter spot.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    baltavi wrote: »
    The changes to astral shield are great for the game. If a class has to take a specific spell to be viable at any point in gameplay, I would consider that a failure of class design. If a class has to take a specific spell for the entire end game to be viable, that is a much larger game problem. To make up for the changes to astral shield they should have buffed other heals. The cleric class need to be redesigned so that astral shield is an equal choice to other heals and not a permanent unmovable encounter spot.

    It MIGHT be good for the game is they rebalance the game.

    Right now the game is 100% DESIGNED around astral shield.

    It's extremely obvious.

    The game throws too much unavoidable spammable dmg at you that you HAVE to have 100% uptime on a 24% ADDITIVE damage reduction buff or else you just instantly die.

    I would love nothing more than to see Astral Shield die, seriously, but they need to then balance the game so it's an actual action RPG where all that spammable dmg is avoidable.

    I'm curious have you ever done spider boss where astral shield is dispelled or not up, or you've been knocked out and 5 blademasters use GAPCLOSERS on you and instantly kill you? Yeah, that's like 90% of the game.

    In fact, go to whispering caverns, go fight a group of those stupid little brain-butts-with-legs things and watch as THEIR GAPCLOSERS literally do 50% of your health.
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    baltavi wrote: »
    The changes to astral shield are great for the game. If a class has to take a specific spell to be viable at any point in gameplay, I would consider that a failure of class design. If a class has to take a specific spell for the entire end game to be viable, that is a much larger game problem. To make up for the changes to astral shield they should have buffed other heals. The cleric class need to be redesigned so that astral shield is an equal choice to other heals and not a permanent unmovable encounter spot.


    Not being locked to a single spell = awesome

    Not having a set of spells to make up for the difference = not so awesome.
  • lerdocixlerdocix Member Posts: 897 Arc User
    edited June 2013
    baltavi wrote: »
    The changes to astral shield are great for the game. If a class has to take a specific spell to be viable at any point in gameplay, I would consider that a failure of class design. If a class has to take a specific spell for the entire end game to be viable, that is a much larger game problem. To make up for the changes to astral shield they should have buffed other heals. The cleric class need to be redesigned so that astral shield is an equal choice to other heals and not a permanent unmovable encounter spot.

    That would require buffing ALL other heals greatly.
    Maybe except Sun Burst, this one is awesome for getting AP.
    knoteskad wrote: »
    It MIGHT be good for the game is they rebalance the game.

    Right now the game is 100% DESIGNED around astral shield.

    It's extremely obvious.

    The game throws too much unavoidable spammable dmg at you that you HAVE to have 100% uptime on a 24% ADDITIVE damage reduction buff or else you just instantly die.

    I would love nothing more than to see Astral Shield die, seriously, but they need to then balance the game so it's an actual action RPG where all that spammable dmg is avoidable.

    I'm curious have you ever done spider boss where astral shield is dispelled or not up, or you've been knocked out and 5 blademasters use GAPCLOSERS on you and instantly kill you? Yeah, that's like 90% of the game.
    Well, thats because tanking was a failure from day one, hopefully tanking will get improved with the patch so it might equal and GFs and sentinel GWFs might become really viable choice for the groups.
  • baltavibaltavi Member Posts: 10 Arc User
    edited June 2013
    Something that might be fun for the cleric class is a paragon path based on mitigation via astral shield (maybe other mitigation skills as well) with stronger HoT's, and a burst healing path that is equally as effective.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    knoteskad wrote: »
    It MIGHT be good for the game is they rebalance the game.

    Right now the game is 100% DESIGNED around astral shield.

    It's extremely obvious.

    The game throws too much unavoidable spammable dmg at you that you HAVE to have 100% uptime on a 24% ADDITIVE damage reduction buff or else you just instantly die.

    I would love nothing more than to see Astral Shield die, seriously, but they need to then balance the game so it's an actual action RPG where all that spammable dmg is avoidable.

    I'm curious have you ever done spider boss where astral shield is dispelled or not up, or you've been knocked out and 5 blademasters use GAPCLOSERS on you and instantly kill you? Yeah, that's like 90% of the game.

    In fact, go to whispering caverns, go fight a group of those stupid little brain-butts-with-legs things and watch as THEIR GAPCLOSERS literally do 50% of your health.

    Tanks won't stop new spawning adds from initially gapclosing on the cleric.
  • yultyult Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 181 Bounty Hunter
    edited June 2013
    If you are in the hospital for a heart transplant and the doctor stops after removing your old heart, telling you he is going to wait a few months to put in the new one, surely you would thank him for doing such a great job, right?
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    as it right now, being a cleric just just sort of boring.

    Live it was just double cleric it up for most groups, single cleric runs were okay but add swarm and thats not much fun either.

    Most clerics wanted to fix threat and lose the Shield Stacking.

    They didn't remove shield stacking, fixed threat, tore apart the CD and didn't buff other heals in any form whatsoever.

    With devs like these.... :/
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    yult wrote: »
    People keep saying the change to Astral Shield is great..... if we get our other healing skills buffed.

    Well, we didn't get our healing skills buffed.

    Therefore, the change to Astral Shield is NOT great. It's devastating.



    If you are in the hospital for a heart transplant and the doctor stops after removing your old heart, telling you he is going to wait a few months to put in the new one, he has done a good job, right?

    I think its because, and I will say it as a Cleric player, I am happy to see No more blue stacking and I want them to remove Blue + yellow stacking. because it means no more double healing cleric runs.

    I want them to make DPS clerics more viable. random tangent.

    Anyways, make healing more difficult, make it more action packed, I want that, so nerfing AS is okay on that concept, but we just need them to buff the other things we can do
  • holt3holt3 Member Posts: 333 Arc User
    edited June 2013
    baltavi wrote: »
    The changes to astral shield are great for the game. If a class has to take a specific spell to be viable at any point in gameplay, I would consider that a failure of class design. If a class has to take a specific spell for the entire end game to be viable, that is a much larger game problem. To make up for the changes to astral shield they should have buffed other heals. The cleric class need to be redesigned so that astral shield is an equal choice to other heals and not a permanent unmovable encounter spot.

    Astral Shield is the End Game for Clerics... It's at the end of the Power Tree, it's how they survive 30 or more adds in a boss fight in epics. How does nerfing the end game encounter power for Clerics help anyone, especially when Clerics were having a hard enough time already? By forcing Clerics to use other powers from earlier on in the tree and completely trashing AS? If it's broken then I won't be using it...

    I hope they were too irrational with this decision. They said they listened to player feedback, I don't remember anyone saying AS was OPed, just that stacking it was...
  • baltavibaltavi Member Posts: 10 Arc User
    edited June 2013
    grienne wrote: »
    as it right now, being a cleric just just sort of boring.

    Live it was just double cleric it up for most groups, single cleric runs were okay but add swarm and thats not much fun either.

    Most clerics wanted to fix threat and lose the Shield Stacking.

    They didn't remove shield stacking, fixed threat, tore apart the CD and didn't buff other heals in any form whatsoever.

    With devs like these.... :/

    The devs working on the aggro issue and putting up a test shard for this extensive patch shows that they value feedback. It's our job as a community to guide them toward changes that will benefit everybody. Don't lose hope!
  • baltavibaltavi Member Posts: 10 Arc User
    edited June 2013
    holt3 wrote: »
    Astral Shield is the End Game for Clerics... It's at the end of the Power Tree, it's how they survive 30 or more adds in a boss fight in epics. How does nerfing the end game encounter power for Clerics help anyone, especially when Clerics were having a hard enough time already? By forcing Clerics to use other powers from earlier on in the tree and completely trashing AS? If it's broken then I won't be using it...

    I hope they were too irrational with this decision. They said they listened to player feedback, I don't remember anyone saying AS was OPed, just that stacking it was...

    Hopefully as the game matures the content will be less a stream of adds, and more about mechanics with few adds.
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    baltavi wrote: »
    Hopefully as the game matures the content will be less a stream of adds, and more about mechanics with few adds.


    With this many MMOs out there this is no reason for every boss fight to be an add swarm, that is such a sign of lazy devs. Like there is absolutely no reason, whatsoever, for every boss fight to be a frickin' add fight.

    No Reason.

    At. All.
  • lerdocixlerdocix Member Posts: 897 Arc User
    edited June 2013
    grienne wrote: »
    With this many MMOs out there this is no reason for every boss fight to be an add swarm, that is such a sign of lazy devs. Like there is absolutely no reason, whatsoever, for every boss fight to be a frickin' add fight.

    No Reason.

    At. All.

    Well, the only challenging alternative would be red circle spamming, untankable, ADD sick, quick moving and hard hitting boss.
  • baltavibaltavi Member Posts: 10 Arc User
    edited June 2013
    grienne wrote: »
    With this many MMOs out there this is no reason for every boss fight to be an add swarm, that is such a sign of lazy devs. Like there is absolutely no reason, whatsoever, for every boss fight to be a frickin' add fight.

    No Reason.

    At. All.

    I agree completely. Fixing this will be a huge leap in how people view the ever important end game. It's important enough I think it could make/break the game in the end. When new endgame content is upcoming you want people to be excited about the bosses, not cringing at the thought of a paper tiger boss with a constant stream of adds that are the real threat.
  • yultyult Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 181 Bounty Hunter
    edited June 2013
    By the way, in case anyone was wondering, threads on this topic are being moved from General Discussion to the Cleric class forums. Apparently Cryptic is trying to mitigate the uproar that this is causing/soon to cause, but that's unlikely to help them when people simply quit playing their cleric/quit the game.
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    lerdocix wrote: »
    Well, the only challenging alternative would be red circle spamming, untankable, ADD sick, quick moving and hard hitting boss.

    lol what?

    Have you played other MMOs? Bosses that have a wide variety of mechanics from multiple adds, to requiring certain class skills, to requiring various phases changes, movement requirements, even environmental effects etc.

    I love the basic concept of this game, I am trying to stick around.

    But the devs are making it hard. I mean we had to ask for them to make a logout that took us back to the character selection screen :/
  • alaric63alaric63 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    I don't believe the game was designed to have the Cleric heal through all the possible incoming damage. With the emphasis the Dev's put on Mobility I'm betting the Dev's want players to avoid as much of the incoming Damage as they can. With the changes to Clerics we should see players conserving their HP's not expecting a healer to soak it up.

    Because of the OP healing associated with the current balance players have, too often, just "Stood in the Red". This is the essential issue that will have to be addressed. Clerics should not be "Unkillable", even if that's what other games do. Clerics are not Heal only classes, they have a damage component as well. This indicates to me that they weren't designed to "heal through stupid".

    Just because the 1st pass of balance lead people to expect the Cleric to save them, doesn't mean that was the intent. Look for players with more skill and less epeen, and the new balancing scheme might just prove to be funner for the already bored Cleric's out there.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    lerdocix wrote: »
    Well, the only challenging alternative would be red circle spamming, untankable, ADD sick, quick moving and hard hitting boss.

    Or you know, fun boss mechanics.

    Crazy, I know.
    alaric63 wrote: »
    I don't believe the game was designed to have the Cleric heal through all the possible incoming damage. With the emphasis the Dev's put on Mobility I'm betting the Dev's want players to avoid as much of the incoming Damage as they can. With the changes to Clerics we should see players conserving their HP's not expecting a healer to soak it up.

    Because of the OP healing associated with the current balance players have, too often, just "Stood in the Red". This is the essential issue that will have to be addressed. Clerics should not be "Unkillable", even if that's what other games do. Clerics are not Heal only classes, they have a damage component as well. This indicates to me that they weren't designed to "heal through stupid".

    Just because the 1st pass of balance lead people to expect the Cleric to save them, doesn't mean that was the intent. Look for players with more skill and less epeen, and the new balancing scheme might just prove to be funner for the already bored Cleric's out there.


    That's cute and all, but if they don't want us healing all the damage, then they need to make all that stupid dmg AVOIDABLE.

    Because right now it's NOT.

    Action RPG my butt.

    This is no different than any other regular MMO except we're given this little mobility tool called Shift to help with moving out of red circles because REGULAR MOVEMENT DOESN'T INTERUPT ABILITIES, amazing game design.

    Damage isn't coming from red circles btw, those are easy mode to avoid.

    99% of all dmg is coming from overpowered adds and minions that do 5k a hit with AUTO ATTACKS and GAPCLOSERS that you can't avoid because it's spammed.

    That's why Astral Shield was MANDATORY to begin with.
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    alaric63 wrote: »
    I don't believe the game was designed to have the Cleric heal through all the possible incoming damage. With the emphasis the Dev's put on Mobility I'm betting the Dev's want players to avoid as much of the incoming Damage as they can. With the changes to Clerics we should see players conserving their HP's not expecting a healer to soak it up.

    Because of the OP healing associated with the current balance players have, too often, just "Stood in the Red". This is the essential issue that will have to be addressed. Clerics should not be "Unkillable", even if that's what other games do. Clerics are not Heal only classes, they have a damage component as well. This indicates to me that they weren't designed to "heal through stupid".

    Just because the 1st pass of balance lead people to expect the Cleric to save them, doesn't mean that was the intent. Look for players with more skill and less epeen, and the new balancing scheme might just prove to be funner for the already bored Cleric's out there.

    Except there is low mobility.

    Every fight is just a swarm of adds, over and over and over again.

    Red Wizards hit like a freight train individually. Our damage is mediocre so the idea that we are hybrids isn't true.

    Lol you can't just stand in the circle in CN. You will die.
  • yultyult Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 181 Bounty Hunter
    edited June 2013
    alaric63 wrote: »
    I don't believe the game was designed to have the Cleric heal through all the possible incoming damage. With the emphasis the Dev's put on Mobility I'm betting the Dev's want players to avoid as much of the incoming Damage as they can. With the changes to Clerics we should see players conserving their HP's not expecting a healer to soak it up
    No offense, but it's clear you haven't participated in the endgame content, and perhaps you should refrain from commenting on the state of the cleric in endgame content until you have done so, to avoid saying things that are completely absurd from that perspective.
  • baltavibaltavi Member Posts: 10 Arc User
    edited June 2013
    alaric63 wrote: »
    I don't believe the game was designed to have the Cleric heal through all the possible incoming damage. With the emphasis the Dev's put on Mobility I'm betting the Dev's want players to avoid as much of the incoming Damage as they can. With the changes to Clerics we should see players conserving their HP's not expecting a healer to soak it up.

    Because of the OP healing associated with the current balance players have, too often, just "Stood in the Red". This is the essential issue that will have to be addressed. Clerics should not be "Unkillable", even if that's what other games do. Clerics are not Heal only classes, they have a damage component as well. This indicates to me that they weren't designed to "heal through stupid".

    Just because the 1st pass of balance lead people to expect the Cleric to save them, doesn't mean that was the intent. Look for players with more skill and less epeen, and the new balancing scheme might just prove to be funner for the already bored Cleric's out there.

    This is very true but it appears with changes that they are learning towards a tank/heal type of relationship for pve end game (thankfully!). For this healers NEED effective heals. What it doesn't mean is we need broken abilities to save people from themselves.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    I would love to see healing actually be active.

    Right now Clerics are so god awfully boring to play, literally, Astral Seal/Shield does your job for you, there's no active healing in this game just put everything on cooldown then run around in circles hoping you don't die or your CW can knock stuff off a cliff consistently.

    That's 99% of the game right now.

    This game actually makes me want to go back to WoW to have actual Boss Fights and fun active healing.

    I hate nothing more than to have a game claim to be an "Action RPG" but then have 90% of all dmg be unavoidable high dmg auto attacks, and from weak *** minions at that, makes no sense that WEAK MINIONS are x1000 more deadly than ANY big slow mob.
  • lerdocixlerdocix Member Posts: 897 Arc User
    edited June 2013
    grienne wrote: »
    lol what?

    Have you played other MMOs? Bosses that have a wide variety of mechanics from multiple adds, to requiring certain class skills, to requiring various phases changes, movement requirements, even environmental effects etc.

    I love the basic concept of this game, I am trying to stick around.

    But the devs are making it hard. I mean we had to ask for them to make a logout that took us back to the character selection screen :/

    I did. Quite a few. but we're not talking other mmos, we're talking neverwinter here. Judging by the extend of sklls used by bosses and mobs they seem to be limited by something. I do hope its their creativity only and not the engine, but in most mmos I've played bosses were pretty much plain tank&spank with occasional "move out of fire", handful of adds or some other gimmig. I'm not saying adds are the way they should stick to, but at lease everyone needs to be aware 100% of the time during that fights and ability to move out of "bad thing on the ground" is needed, but is not THE focus of the fight like in vast majority of MMOs I've played.

    Personally I'd like some fights to be similar to Elder Dragons fights in Monster Hunter series. Go check it on yt.
  • alaric63alaric63 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    From other Cryptic games I've played, I have noticed a tendency to stay away from choreographed encounters. Instead they rely on familiar indicators to "Warn" the players of what the MoB's are doing, allowing the players to counter in their own way. I wouldn't expect to have distinct mechanics, with phased encounters.

    Rather, expect to have MoB's with specific abilities based on their individual "personalities". But all the fights will have the Red patches to show where the dangers lie. This kind of design reduces the need to "know" the fight before you see it. Knowing a fight will improve ones performance, but you are not punished when seeing ot for the first time. This also allows for casual players only have to know "Stay out of the Red".
  • alaric63alaric63 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    yult wrote: »
    No offense, but it's clear you haven't participated in the endgame content, and perhaps you should refrain from commenting on the state of the cleric in endgame content until you have done so, to avoid saying things that are completely absurd from that perspective.

    Right. You guys know everything. I'm sure my argument makes it hard to justify your position, so I must not know what you know. Fine, be that way. Cry until the sky does fall.
  • baltavibaltavi Member Posts: 10 Arc User
    edited June 2013
    knoteskad wrote: »
    I would love to see healing actually be active.

    Yep a shorter cd on a buffed bastion of health for aoe burst healing would be fun, also a new single target heal with a cast time (that locks on to your target upon initial casting). Soothing light would work great to build divinity as well. All of these would help make the cleric class more about active healing.
  • knoteskadknoteskad Member Posts: 0 Arc User
    edited June 2013
    baltavi wrote: »
    Yep a shorter cd on a buffed bastion of health for aoe burst healing would be fun, also a new single target heal with a cast time (that locks on to your target upon initial casting). Soothing light would work great to build divinity as well. All of these would help make the cleric class more about active healing.

    Exactly.

    Some more pro-active/protection spells would be nice too.

    GW Monk style.

    Temp Hp more Damage Reduction etc.
  • griennegrienne Member, Neverwinter Beta Users, Neverwinter Guardian Users Posts: 149 Bounty Hunter
    edited June 2013
    alaric63 wrote: »
    Right. You guys know everything. I'm sure my argument makes it hard to justify your position, so I must not know what you know. Fine, be that way. Cry until the sky does fall.

    but given your responses, save for your explanation on the boring blandness of the fights which was rather brilliant, does demonstrate a lack of endgame cleric play.
  • alaric63alaric63 Member, Neverwinter Beta Users Posts: 0 Arc User
    edited June 2013
    grienne wrote: »
    but given your responses, save for your explanation on the boring blandness of the fights which was rather brilliant, does demonstrate a lack of endgame cleric play.

    Hog-wash. Just admit it. You don;t care for my interpretation, so you bash me instead. I can live with that.

    It doesn't change the facts. Clerics, and the other Classes will have to play differently. No sense exploring that, just stamp your feet in an attempt to get Cryptic to do it your way. I don;t care either way.
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