is that it takes longer for my heals to cooldown then it does for potions to cooldown in general. I would think it would be the other way around, unless they plan on going with a design that's basically not really role specific in skirms and dungeons forcing people to rely on pots more then priests
There's also a problem with targeting but that's more of a ui issue and not class design.
malulfMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 2Arc User
edited March 2013
I second this, on both counts. I like the fact I can't spam heals, but at the same time, I found for burst damage, healing was difficult if for some reason I was unable to get my right mouse At-Will on enough of the creatures we were fighting to help minimize the over all burst.
Targeting the folks in most need of heals was also difficult when you add in 3+ NPC's, 2+ players and 3+ mobs. Couldn't get my reticle on the player in most need of healing, ended up healing someone else, was very frustrating.
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xaralleiMember, Neverwinter Beta UsersPosts: 101Arc User
edited March 2013
Yeah, I had the same issue with the targeting folks for heals. I'd want to heal one person and end up healing someone else. Healing in general feels kind of lackluster.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited March 2013
If you are using targeted heals in a group you are just plain doing it wrong. Focus on hitting every opponent with an Astral Seal, use AOE heals like Bastion and Sunburst, or off-the-enemy heals like Forgemaster's Flame and Prophecy of Doom.
That aside the companions are really annoying in "group-only" (which I originally understood as player-only) dungeon delves, as they usually die in one hit, don't do any damage, pull unnecessary aggro, and generally serve no purpose other than getting in the way.
Players also need to understand that when they take spike damage, because clerics have access to so few skills at a time, they NEED to take a potion. They also need to take potions in between combats to get their health to full. But more importantly, damage should be avoided. Just because you have a cleric in the group doesn't mean you can play like an idiot. Stay out of the red splats, never attack before the tank has aggro, never use knockback powers unless the tank loses aggro, and never attack your enemy before flanking him.
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lanessar13Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 8Arc User
edited March 2013
It appears that cleric healing is supplemental to potions; I played a healer in many, many games. Most of the healing can be charted pretty quickly with a parser.
In this game, look at the healing chart the next time you run an instance. You'll see that (even mid-game) you will come in number 1 on the healing charts (about 200K healed). The GW will come in second, with about 20-40K less healing than you did. Rogues and CW come in the lowest.
One instance I was congratulated as doing an excellent job healing. I came in at #2 on the charts, just behind the GW. I scratched my head on that one.
Whether this is bad or good is dependent upon your viewpoint of what the cleric's role is in the game. However, a "dedicated healer" may save about 10-20 potions during the course of an instance, but it will not replace them (for the most part; early content was pretty "faceroll", but the tank still chugged pots).
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kotliMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 577
edited March 2013
The GF has damage done heals Daily buff for the party that most likey how he beat you in the healing numbers. As for healing it depends on what your fighting etc really Pots should be used as an O*** power. In my testing so far you dont need to use pots at all if you use the healing powers including dailies power properly unless you get swamped or are trying to rush.
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zateshMember, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 1Arc User
edited March 2013
I didn't group enough to really comment about how that played out but from what I did experience I'd say they have done a good job and translating a pen and paper D&D cleric to an MMO setting. I think anyone familiar with how pen and paper healing works will be thrilled while experienced MMO players who do not have experience with P&P D&D will be sorely disappointed.
i never really focused on healing but still kept my party hp to max and all i was doing was going crazy with sunburst. like early said astral seal everything sunburst and that hot is good when you stack it, never had trouble aiming that either. for personal heal i almost always have the HOT stacked especially since i have that daily power per heal perk
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jokmarrMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2013
I love Pen & Paper.. and I really enjoy playing a Cleric in Pen & Paper... but in my 4.0 games, all I've ever needed was 1 cleric.. and maybe a Warlord doing some off heals. Even on big fights.
I was in a group, Forgive me I don't remember the dungeon name (the one with the Pirates). I was a 22 cleric, might have been too low to be there really. The GW was 27, a second Cleric also 27, a mid 20s Rogue and Wizard. At least one other Cleric Companion.
I came in first healing @ 220,000 ish.. the second Cleric @ 190,000. And still the GW dropped 4 times. This is really not fun.
I'll admit, I could be a crappy healer. But 2 clerics healing close to the same amount, and the GW still drops 4 times? Heck, much of the fight, the GW was running from the Boss while We were hitting him with our Ghostbuster beam heal.
@ 22, it took all 3 charges of my Channel to heal him to full. And I wasn't able to fill it back up before he needed it again. Spamming Sunburst, and my Daily Heals as often as they would come up. And I know that we had the boss hit with the "Heal on Hit" buff for nearly the whole fight. And I tried to make sure the GW had at least one charge of my Heal over time spell on at all times.
I understand, if the healing is increased too much, then it will make the singleplayer content too easy. But as it is, The cleric healing is inadequate.
Targeting really needs a change too. (Unless there was a keystroke "Target Player 1" that I missed, that might make things a bit easier.)
@jokmarr, If the GW dropped that many times it seems to be more failure on the GWs fault than yours you two did fine healing him. but, no matterr how strong you can only heal so much. It seems the Gw was taking way more damage than nessirrary which tells me he was more busy swinging his sword than holding up his shield and watching the the Red Splash zones, if your in a red splashzone you either need to GTFO it or have your shield up. If the guardian who is a tank, not the damage dealer, does not do this then he will die faster than 4 equal level clerics can heal him in a dungeon.... On that same dungeon I was in a Party of 5 rogues yes thats right 5 rogues all level 23-27 and not a single one of us Died in the dungeon why....we avoided 90% of the damage. Meaning even our weak Npc clerics/tanks could do there jobs.
I noticed that when i was top of the chart on dmg i was also top of the chart with heals. I was blowing my AoE dmg everytime it was up for heals. I also noticed in late teens early 20's people specially tanks would think and sometimes demand heals and wouldn't use potions. Not only that you had people crying for rez's when they would die....
Really i was at a loss for healing the first time i grouped. I agree with other posts saying that heal pots will be manditory and i agree with that. I don't really know how that is healing in a game with so much spike damage where you are not able to drop a spike heal to offset the large damage. Also i noticed something on the abilities, something about false hp, cant really rember what it called it but it was like it built your hp up when you actually didnt have it... that might be something that will be needed.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited March 2013
Temporary HP. It's extremely useful, as there are many cleric feats that utilize it, as well as Guardian Fighter feats that synergize with and utilize it as well.
The fact that the only resurrection available is a rare drop or store bought scroll is abominable. Not only is the resurrection spell a staple of Dungeons and Dragons clerics, and clerics from every game that has clerics, but to restrict access to resurrection for only those willing to pay is just atrocious. I consider myself a very end-game min-max oriented player, but I just won't be playing end-game content if I have to pay to resurrect.
Temporary HP. It's extremely useful, as there are many cleric feats that utilize it, as well as Guardian Fighter feats that synergize with and utilize it as well.
The fact that the only resurrection available is a rare drop or store bought scroll is abominable. Not only is the resurrection spell a staple of Dungeons and Dragons clerics, and clerics from every game that has clerics, but to restrict access to resurrection for only those willing to pay is just atrocious. I consider myself a very end-game min-max oriented player, but I just won't be playing end-game content if I have to pay to resurrect.
There in lies our problem. The current model for F2P games is going to benefit the person willing to spend then cash over the person not willing to.
Ok... that makes no sense. If your willing to pay a monthly fee for a game that gives you rez, Then whats wrong with a ONE time fee to have rez?
Lets see, the regular mmo you pay 15 bucks a month and everything in the game is avaible if you are willing to put in the effort to get it. The new F2P model is setup to cost you cash to be able to get something that benefits you. Example are more character slots, more bags, more diverse companions, better looking mounts, identify scrolls, enchanting items, and the list goes on. This game is really going to come down to who is willing to spend the money and who is not if you are talking in a competitive sense and just an annoyance to people that dont care about maxing but want to just have some basic stuff that you have to pay to get.
I know spending 5 bucks or 10 at a drop doesn't seem to be that much but when you are doing it multiple times a month or week you end up spending more then a basic sub would be. I wish they would allow a subscription option and a F2P option. Some of SOE's games are going this route. Pay 15 a month for just about everything or play free and pay for everything. Wizardry Online is an new example of SOE's model of sub and f2p in one. Not a great game but i do like the structuring of it
The current model of F2P games is a creation of the consumer, people as yourself have pitched whines for years about paying for a mmo monthly and now they charge for everything except a monthly fee. SWTOR is a prime example of the new F2P model, they charge for everything in that game even to be able to display titles that the player has worked hard to earn...
I like the asian way of paying for an mmo. You pay for the time that you are logged in. Example you pay for 72 hours of play time and you are only charged for the time you are logged in. I have had 72 hour stretches of playtime last me a couple of months at times and i never really ran into an issue where i played more then the time i had allotted and i do spend a lot of time online. The conversion usually only cost me 8 bucks for a month and half or so of play time.
Whats wrong is those ONE time fee's add up. Look at the items for sale and what the zen costs and you will see there are items that you will have to be constantly reusing or buying over and over to be able to be competitive. Enchantments are an example, the beta didn't cost to be able to add them and they go up as you level, but just think of how much its going to cost you at higher lvls to change the enchantments in and out. In the long run you end up paying more in a month then you would if you just paid the 15 dollars.
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
edited March 2013
Personally I would rather pay 15 dollars a month where all players have equal access to everything in the game than play a game where necessities as simple as resurrection scrolls and ID scrolls were distributed according to who is willing to pay Cryptic more.
I realise that that era of gaming is gone because there is a large portion of players that actually LIKE pay to win games.
That being said I generally like Cryptic's F2P model, but these 2 items in particular really, really bug me in this game. I am really okay with free access to the game and paying for cosmetics and convenience. But resurrection scrolls and ID scrolls are not convenience - if this game has any seriously challenging content to offer - which is frankly the majority of the content I'm interested in - these are necessities. These 2 items are integral to my enjoyment of the game, and I don't want to have to pony up every time I want to be rezzed. Hell, a resurrection spell is an integral part of every cleric I have ever played, and most definitely iconic for the dungeons and dragons cleric. That it is missing from this game strikes me as an obvious and offensive cash grab.
But this is in beta and hopefully I'll be able to chalk this up to kinks being worked out.
Personally I would rather pay 15 dollars a month where all players have equal access to everything in the game than play a game where necessities as simple as resurrection scrolls and ID scrolls were distributed according to who is willing to pay Cryptic more.
I realise that that era of gaming is gone because there is a large portion of players that actually LIKE pay to win games.
That being said I generally like Cryptic's F2P model, but these 2 items in particular really, really bug me in this game. I am really okay with free access to the game and paying for cosmetics and convenience. But resurrection scrolls and ID scrolls are not convenience - if this game has any seriously challenging content to offer - which is frankly the majority of the content I'm interested in - these are necessities. These 2 items are integral to my enjoyment of the game, and I don't want to have to pony up every time I want to be rezzed. Hell, a resurrection spell is an integral part of every cleric I have ever played, and most definitely iconic for the dungeons and dragons cleric. That it is missing from this game strikes me as an obvious and offensive cash grab.
But this is in beta and hopefully I'll be able to chalk this up to kinks being worked out.
They do indeed, which is precisely how F2P is modeled. Think of it as a brothel. You can pay a single fee, have all you want for the night, or pay for each individual encounter. You walk in thinking "oh just the red head tonight", but quickly that sailor paycheck is drained as a myriad of beautiful women lure you into their chamber.
That said, I have no problem with resurrections as they are structured now in the game. I note with irony, that there was a massive thread just two weeks ago with gamers insisting the penalty for death was not STRICT enough.
So you can't win, no matter where you set the needle, to make your F2P work, some group of people are going to whine about it. Gamers are entitled to whine of course, but F2P requires incentive to cough up your card. It also needs to obscure just how much you spend on individual items. If that dye pack was clearly marked as "6 dollars and 50 cents", would you buy it? No, probably not, but mark it was "500 zen" and suddenly it seems like a steal, because you have 2150 zen in the bank!
That's just how F2P works and realizing that I have no problem with the current implementation of it.
SHADOW - A secret cabal for those who thirst for wealth and power. Check out SHADOW on YouTube!
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
Well, that's not the part that I would have boldened, but I'm glad someone agrees with me.
Let me just reiterate that my only concern with Devoted Cleric healing is that he is unable to resurrect.
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cwiyk13Member, Neverwinter Beta UsersPosts: 5Arc User
edited March 2013
Haven't they said that anything you can spend money on you will be able to earn in-game in some manner? I thought I read that somewhere. Maybe Rez scrolls/abilities will be implemented in-game before Live?
You can earn the currency it takes to buy things in either the Zen market or the Auction House by simply playing.
Again, I want to note that just two weeks ago there was a vociferous thread about the death penalty was "too easy". So if the market or access to resurrection was to get even simpler, you'll likely get a negative reaction from the other camp.
Let's play the game a month or so shall we and then assess the balance here? Given how many threads are out there, that the game is too easy and the amount of threads saying the game is too hard, it seems that there is a *possibility* that game balance isn't too bad at all.
But to really assess that, we as gamers, probably need more than two fast weekends of manic play.
SHADOW - A secret cabal for those who thirst for wealth and power. Check out SHADOW on YouTube!
Well, that's not the part that I would have boldened, but I'm glad someone agrees with me.
Let me just reiterate that my only concern with Devoted Cleric healing is that he is unable to resurrect.
Well something that everyone needs to know for one thing is that anyone can rez a group member in the alotted time. Just walk up to them and hit F to bring them back. People didnt seem to know that this weekend whish is understandable but you wont always be able to do that and a rez would be nice.
Maybe group members should pitch in somehow for rez scrolls like we ust to back in the day for clerics in EQ for the **** peridots lol. But anyway
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ranncoreMember, Moderators, Neverwinter Beta Users, Neverwinter Knight of the Feywild UsersPosts: 2,508
Well something that everyone needs to know for one thing is that anyone can rez a group member in the alotted time. Just walk up to them and hit F to bring them back. People didnt seem to know that this weekend whish is understandable but you wont always be able to do that and a rez would be nice.
Maybe group members should pitch in somehow for rez scrolls like we ust to back in the day for clerics in EQ for the **** peridots lol. But anyway
While this tactic is easy enough in the fist few dungeon delves, it quickly becomes inviable. In later content, you'll find that usually when a player goes down, it's either when surrounded by a group of mobs or inside of a red splat. Going into that mess to revive him is more often than not going to result in the deaths of 2 players instead of 1. All too often the red splat is there long after the timer has expired. I think extending the window of opportunity for this mechanic by about 5 seconds would make it much more useful in later content (perhaps players with more HP should have a longer window?), but it doesn't actually alleviate the problem at hand.
The problem is that they have left out an iconic feature of a character class that was practically invented by Dungeons and Dragons, in a Dungeons and Dragons game, only so that the success of end-game dungeons can be timed if not measured by how much money you are willing to throw at it.
The fixed camera angle is really messed with my healing mojo. Said fixed camera angle would not be so bad if I was a melee cleric (hint hint, knudge knudge) because I would be right in there with the melee and better able to target them up close. I compensated by doing a lot of dodging into melee, firing of the AoE heal/dps ability and then dodging back out to range. The camera angle was the worst for me in tighter areas like the Cloak Tower dungeon.
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bejita231Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 18Arc User
edited March 2013
the healing is really awful on the devoted cleric, you are really wasting your time healing especially in group play because the devoted cleric oddly enough does tons of aoe damage, more than the wizard does, and can avoid so much more damage by simply sloting his aoe powers like daunting light and sunburst instead of sloting healing spells, enemies cant damage you when they are already dead from your aoe, and just relying on potions to keep everyone healed
if you really want to support people as a devoted cleric, use concecrated ground during boss fights, you will get way more effect out of that than any crappy heal on your bar ever would
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daed76Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited March 2013
i was doing one of the higher level skirmishes and had at least 3 rez scrolls drop for me over the course of it..
Comments
Targeting the folks in most need of heals was also difficult when you add in 3+ NPC's, 2+ players and 3+ mobs. Couldn't get my reticle on the player in most need of healing, ended up healing someone else, was very frustrating.
That aside the companions are really annoying in "group-only" (which I originally understood as player-only) dungeon delves, as they usually die in one hit, don't do any damage, pull unnecessary aggro, and generally serve no purpose other than getting in the way.
Players also need to understand that when they take spike damage, because clerics have access to so few skills at a time, they NEED to take a potion. They also need to take potions in between combats to get their health to full. But more importantly, damage should be avoided. Just because you have a cleric in the group doesn't mean you can play like an idiot. Stay out of the red splats, never attack before the tank has aggro, never use knockback powers unless the tank loses aggro, and never attack your enemy before flanking him.
In this game, look at the healing chart the next time you run an instance. You'll see that (even mid-game) you will come in number 1 on the healing charts (about 200K healed). The GW will come in second, with about 20-40K less healing than you did. Rogues and CW come in the lowest.
One instance I was congratulated as doing an excellent job healing. I came in at #2 on the charts, just behind the GW. I scratched my head on that one.
Whether this is bad or good is dependent upon your viewpoint of what the cleric's role is in the game. However, a "dedicated healer" may save about 10-20 potions during the course of an instance, but it will not replace them (for the most part; early content was pretty "faceroll", but the tank still chugged pots).
I was in a group, Forgive me I don't remember the dungeon name (the one with the Pirates). I was a 22 cleric, might have been too low to be there really. The GW was 27, a second Cleric also 27, a mid 20s Rogue and Wizard. At least one other Cleric Companion.
I came in first healing @ 220,000 ish.. the second Cleric @ 190,000. And still the GW dropped 4 times. This is really not fun.
I'll admit, I could be a crappy healer. But 2 clerics healing close to the same amount, and the GW still drops 4 times? Heck, much of the fight, the GW was running from the Boss while We were hitting him with our Ghostbuster beam heal.
@ 22, it took all 3 charges of my Channel to heal him to full. And I wasn't able to fill it back up before he needed it again. Spamming Sunburst, and my Daily Heals as often as they would come up. And I know that we had the boss hit with the "Heal on Hit" buff for nearly the whole fight. And I tried to make sure the GW had at least one charge of my Heal over time spell on at all times.
I understand, if the healing is increased too much, then it will make the singleplayer content too easy. But as it is, The cleric healing is inadequate.
Targeting really needs a change too. (Unless there was a keystroke "Target Player 1" that I missed, that might make things a bit easier.)
I think Clerics are still quite useful and I don't think it will be hard at all for Clerics to find a group.
Check out SHADOW on YouTube!
Really i was at a loss for healing the first time i grouped. I agree with other posts saying that heal pots will be manditory and i agree with that. I don't really know how that is healing in a game with so much spike damage where you are not able to drop a spike heal to offset the large damage. Also i noticed something on the abilities, something about false hp, cant really rember what it called it but it was like it built your hp up when you actually didnt have it... that might be something that will be needed.
The fact that the only resurrection available is a rare drop or store bought scroll is abominable. Not only is the resurrection spell a staple of Dungeons and Dragons clerics, and clerics from every game that has clerics, but to restrict access to resurrection for only those willing to pay is just atrocious. I consider myself a very end-game min-max oriented player, but I just won't be playing end-game content if I have to pay to resurrect.
But i did have fun "healing" during each group up, something that i normally don't play healers in any game
Ok... that makes no sense. If your willing to pay a monthly fee for a game that gives you rez, Then whats wrong with a ONE time fee to have rez?
Exactly, why I would prefer to pay a steady monthly fee to avoid the hassle using the shop
Lets see, the regular mmo you pay 15 bucks a month and everything in the game is avaible if you are willing to put in the effort to get it. The new F2P model is setup to cost you cash to be able to get something that benefits you. Example are more character slots, more bags, more diverse companions, better looking mounts, identify scrolls, enchanting items, and the list goes on. This game is really going to come down to who is willing to spend the money and who is not if you are talking in a competitive sense and just an annoyance to people that dont care about maxing but want to just have some basic stuff that you have to pay to get.
I know spending 5 bucks or 10 at a drop doesn't seem to be that much but when you are doing it multiple times a month or week you end up spending more then a basic sub would be. I wish they would allow a subscription option and a F2P option. Some of SOE's games are going this route. Pay 15 a month for just about everything or play free and pay for everything. Wizardry Online is an new example of SOE's model of sub and f2p in one. Not a great game but i do like the structuring of it
The current model of F2P games is a creation of the consumer, people as yourself have pitched whines for years about paying for a mmo monthly and now they charge for everything except a monthly fee. SWTOR is a prime example of the new F2P model, they charge for everything in that game even to be able to display titles that the player has worked hard to earn...
I like the asian way of paying for an mmo. You pay for the time that you are logged in. Example you pay for 72 hours of play time and you are only charged for the time you are logged in. I have had 72 hour stretches of playtime last me a couple of months at times and i never really ran into an issue where i played more then the time i had allotted and i do spend a lot of time online. The conversion usually only cost me 8 bucks for a month and half or so of play time.
I realise that that era of gaming is gone because there is a large portion of players that actually LIKE pay to win games.
That being said I generally like Cryptic's F2P model, but these 2 items in particular really, really bug me in this game. I am really okay with free access to the game and paying for cosmetics and convenience. But resurrection scrolls and ID scrolls are not convenience - if this game has any seriously challenging content to offer - which is frankly the majority of the content I'm interested in - these are necessities. These 2 items are integral to my enjoyment of the game, and I don't want to have to pony up every time I want to be rezzed. Hell, a resurrection spell is an integral part of every cleric I have ever played, and most definitely iconic for the dungeons and dragons cleric. That it is missing from this game strikes me as an obvious and offensive cash grab.
But this is in beta and hopefully I'll be able to chalk this up to kinks being worked out.
They do indeed, which is precisely how F2P is modeled. Think of it as a brothel. You can pay a single fee, have all you want for the night, or pay for each individual encounter. You walk in thinking "oh just the red head tonight", but quickly that sailor paycheck is drained as a myriad of beautiful women lure you into their chamber.
That said, I have no problem with resurrections as they are structured now in the game. I note with irony, that there was a massive thread just two weeks ago with gamers insisting the penalty for death was not STRICT enough.
So you can't win, no matter where you set the needle, to make your F2P work, some group of people are going to whine about it. Gamers are entitled to whine of course, but F2P requires incentive to cough up your card. It also needs to obscure just how much you spend on individual items. If that dye pack was clearly marked as "6 dollars and 50 cents", would you buy it? No, probably not, but mark it was "500 zen" and suddenly it seems like a steal, because you have 2150 zen in the bank!
That's just how F2P works and realizing that I have no problem with the current implementation of it.
Check out SHADOW on YouTube!
Well, that's not the part that I would have boldened, but I'm glad someone agrees with me.
Let me just reiterate that my only concern with Devoted Cleric healing is that he is unable to resurrect.
Again, I want to note that just two weeks ago there was a vociferous thread about the death penalty was "too easy". So if the market or access to resurrection was to get even simpler, you'll likely get a negative reaction from the other camp.
Let's play the game a month or so shall we and then assess the balance here? Given how many threads are out there, that the game is too easy and the amount of threads saying the game is too hard, it seems that there is a *possibility* that game balance isn't too bad at all.
But to really assess that, we as gamers, probably need more than two fast weekends of manic play.
Check out SHADOW on YouTube!
Well something that everyone needs to know for one thing is that anyone can rez a group member in the alotted time. Just walk up to them and hit F to bring them back. People didnt seem to know that this weekend whish is understandable but you wont always be able to do that and a rez would be nice.
Maybe group members should pitch in somehow for rez scrolls like we ust to back in the day for clerics in EQ for the **** peridots lol. But anyway
While this tactic is easy enough in the fist few dungeon delves, it quickly becomes inviable. In later content, you'll find that usually when a player goes down, it's either when surrounded by a group of mobs or inside of a red splat. Going into that mess to revive him is more often than not going to result in the deaths of 2 players instead of 1. All too often the red splat is there long after the timer has expired. I think extending the window of opportunity for this mechanic by about 5 seconds would make it much more useful in later content (perhaps players with more HP should have a longer window?), but it doesn't actually alleviate the problem at hand.
The problem is that they have left out an iconic feature of a character class that was practically invented by Dungeons and Dragons, in a Dungeons and Dragons game, only so that the success of end-game dungeons can be timed if not measured by how much money you are willing to throw at it.
if you really want to support people as a devoted cleric, use concecrated ground during boss fights, you will get way more effect out of that than any crappy heal on your bar ever would