i keep seeing topics pop-up about how ridiculous AS stacking is, how 2/3 clerics in a dungeon makes it face-roll, etc. i actually haven't seen any other skill complained about... or even the cleric class in general complained about; all complaints are focused on this one skill.
i just have this feeling in my gut that AS is going to get hit and hit - hard. i wouldn't mind the DAMAGE REDUCTION (note: only the damage reduction) from AS being unable to stack; i would've guessed it already doesn't, tbh, but apparently, it does. plus, the healing from a second shield, presumably, still procs foresight on party members.
i hope they don't touch the damage reduction or the healing... or if they do, they have to compensate us otherwise, especially considering the righteousness mechanic (40% less healing from the cleric on themselves), the fact that our (d)at-will skills are garbage, bastion of health isn't too great and healing words charges don't work with recovery (which i think the should fix, definitely).
plus, there's still the issue with heals drawing way too much aggro, etc.
If they nerf it, I think it will make the class virtually unplayable as a healer in dungeons. That's my opinion anyway.
The devs would need to significantly boost/buff us in other areas.
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
If they nerf it, I think it will make the class virtually unplayable as a healer in dungeons. That's my opinion anyway.
The devs would need to significantly boost/buff us in other areas.
indeed. the only acceptable nerf would be to make so multiple clerics shields don't stack the damage reduction, but still heal.
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jessmokoMember, Neverwinter Beta UsersPosts: 1Arc User
edited May 2013
It's certainly possible to see a Astral Shield nerf but I think it's more likely that we are going to see a Guardian Fighter buff in term of how they produce threat. Currently bringing two Clerics to a T2+ run is the fastest way to clear content in my opinion because of how threat generation current works, now if that were to change to allow Guardian Fighters to pick up mobs as the speed and simplicity Clerics do I think more groups would find Guardians much more attractive options.
Right now pulling large groups via a Guardian Fighter is needlessly difficult as the Cleric healing them tends out pace their threat generation so the faster option for players is to drop the Guardian and bring a second Cleric. Now if Guardians were changed in some way to allow them to keep their current level of DPS plus be able to generate enough threat to outpace healing on larger pulls I think groups would see them as a faster option for clearing content.
nerf it in pvp at least... each side has a cleric and both cast it, everyone just sits in a circle and tells campfire stories until it wears off because i think only a TR can dps through it, maybe give it a certain amount of HP absorption before it busts.
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
nerf it in pvp at least... each side has a cleric and both cast it, everyone just sits in a circle and tells campfire stories until it wears off because i think only a TR can dps through it, maybe give it a certain amount of HP absorption before it busts.
astral shield doesn't apply any sort of shield; it just reduces damage by a flat amount. i don't know the exact amount since the description on it is vague, tho. plus, if they did this, they'd have to make the thresh-hold HIGH to make the skill worthwhile... which means that you might as well not even HAVE this cap anyway.
Should just put diminishing returns on it honestly.
Like half for each addition stack or something, that's all.
Although I don't like mandatory skills, so if having it nerfed would mean cleric is effed then I'd rather than have that whole situation sorted instead tbh.
^ this. i actually didn't know they stacked until i saw all these threads pop-up, rofl.
astral shield doesn't apply any sort of shield; it just reduces damage by a flat amount. i don't know the exact amount since the description on it is vague, tho. plus, if they did this, they'd have to make the thresh-hold HIGH to make the skill worthwhile... which means that you might as well not even HAVE this cap anyway.
i thought its a super high mitigation ? I'm saying it 'should' have a threshold, its basically a crutch right now, stand in the shield and you dont need to dodge or move, anything that makes standing in the face of DPS and not having to do anything about it is pretty stupid. If its a flat # damage reduction thats probably why auto-attacks are completely nullified, sadly those happen to be GWF specialty ><
nerf it in pvp at least... each side has a cleric and both cast it, everyone just sits in a circle and tells campfire stories until it wears off because i think only a TR can dps through it, maybe give it a certain amount of HP absorption before it busts.
I disagree. Leave it as is for PVP (+ PVE) and instead of having people face roll to kill you, they need to make a targeted effort. For added survivability pop it with hallowed ground and you can feel the other side raging.
Clerics need tools to survive, whether its in PVE or PVP.
Oh so basically require a cleric on each side or have no chance, then require team work to counter an area of effect from one skill. Feels like the old days already. I think making everyone in an area completely invulnerable to auto attacks and ALMOST skills (restoring strike, battle strike, flourish, he almost winced) is a little much for one skill from one class.
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
i thought its a super high mitigation ? I'm saying it 'should' have a threshold, its basically a crutch right now, stand in the shield and you dont need to dodge or move, anything that makes standing in the face of DPS and not having to do anything about it is pretty stupid. If its a flat # damage reduction thats probably why auto-attacks are completely nullified, sadly those happen to be GWF specialty ><
n, it's a flat percentage mitigation. if it's, say, 20%, that means a 100 damage attack is reduced to 80.
the shield can't really HAVE a thresh hold unless said thresh hold is stupidly-high since this skill is basically mandatory for any cleric to have. they'd have to make several changes to the cleric to make an actual nerf to AS acceptable. if the damage-reduction stacking is nerfed, i don't think many people will care. a straight up nerf would be silly.
How about class based DR caps? A CW with energy shield standing in an astral shield is straight up invincible. Or have AS just not push anyones mitigation above 50%? Great for squishies, not as great for bruisers. Also no skill should be mandatory, but you're right that it would require fixing/buffing other skills. What about not starting the cooldown until the spell wears off? Our guild cleric has enough recovery to just re-cycle the spell, its never ending. Some of these epic dungeons were easier than the regulars thanks to AS =/
Oh so basically require a cleric on each side or have no chance, then require team work to counter an area of effect from one skill.
No you just need to compete against people who have a clue about how to play their class, I have been shut down unexpectedly by some very clever GF's. I won't reveal how, but the good ones can and do make a difference and will render you virtually useless.
TR's can stunlock
and
CW can tie me up in various ways, after all its what they are supposed to do
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sfshillzMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 1Arc User
edited May 2013
they wont change it, theyll add mobs that knockbacks, and get u outta the circle and such, people in pvp also need to learn to control u out of the circle, really easy to accomplish
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nvmbanelingsMember, Neverwinter Beta UsersPosts: 0Arc User
How about class based DR caps? A CW with energy shield standing in an astral shield is straight up invincible. Or have AS just not push anyones mitigation above 50%? Great for squishies, not as great for bruisers. Also no skill should be mandatory, but you're right that it would require fixing/buffing other skills. What about not starting the cooldown until the spell wears off? Our guild cleric has enough recovery to just re-cycle the spell, its never ending. Some of these epic dungeons were easier than the regulars thanks to AS =/
not starting the cool down until it expires is dumb. that'd be worse than a straight-up nerf to the skill. plus, there's no other skill like that in the game. a straight-up nerf to astral shield requires many, many things to be changed about the cleric to make it acceptable, simply because of how the class is right now. AS is the only skill keeping clerics good. they'll always be wanted regardless, even if the shield was removed, but, that'd make them much, much less useful.
clerics also only have three ways to self-heal: healing word, bastion of health and sun burst. astral seal is unreliable, you'll not always be in range for the forgemaster's heal, etc.
i get where you're coming from, but, i can't think of a way to straight-up nerf AS without making the cleric class out-right bad. some content (from what i've heard/seen) would become impossible if AS was nerfed.
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lanessar13Member, Neverwinter Beta Users, Neverwinter Guardian Users, SilverstarsPosts: 8Arc User
they wont change it, theyll add mobs that knockbacks, and get u outta the circle and such, people in pvp also need to learn to control u out of the circle, really easy to accomplish
You really haven't played many Cryptic games. The cycle with the devs has been holding true to their standard operating procedure for Champions Online, STO, and even CoH (while they ran it).
1. Start off with a fun class. Usually one ability is broken making it "OP" or "FotM".
2. Reduce key abilities with knee-jerk nerfs (usually 25% to 45% reduction) - just hitting the "numbers", not the mechanic.
3. Class/build becomes utterly unviable across the boards because of the wide, sweeping nerf in #2.
4. Three months later when class is nearly totally unplayed, revisit and make it at least semi-viable with a key mechanic change which probably should have been done at point 2.
This isn't a hate post; I've just seen this cycle with the Cryptic developers in several games, and it's been present throughout beta for this game (GWF, and DC healing). I personally think there are better ways to balance things, but it's not the worst method, either.
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yargnitMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited May 2013
If you think Astral, even stacked, will let you stand with impunity in the middle of a group of mobs, then you've got another thing coming to you come later on. Even with multiple Astral's & Hallowed Ground up fighting the final boss in Castle Never you're not tanking anything for more than a second or two. Pulled him for hours last night, and we actually would vin-diagram the Astrals rather than direct stack them anyways because the extra room and ability to dodge w/o leaving shield was much more useful than having them stacked dead on each other.
That said,I'd trade their stacking resistance buffs for dropping the 40% self heal penalty whenever we group up in a second. That's the real cause of multi-cleric groups IMO the majority of the time. It's a direct attempt to work around the fact that we not only tank a huge amount of the adds, but we also heal ourselves the least. Solo I get the debuff, but grouped it has to go.
No you just need to compete against people who have a clue about how to play their class, I have been shut down unexpectedly by some very clever GF's. I won't reveal how, but the good ones can and do make a difference and will render you virtually useless.
TR's can stunlock
and
CW can tie me up in various ways, after all its what they are supposed to do
Gee only someone who has even looked at the skill tree could tell you how ! this isnt GW2 depth oh builds here. Too bad our TR and CW are dead almost instantly because our team has no astral shield remember? They just need to plant it, its not channeled, and its game changing. So much power in one skill, sooo much denial. Its just objectivelly factually that powerful, no matter what unrelated anecdotes you spout about other classes. It is THE CIRCLE OF LIFE.
Gee only someone who has even looked at the skill tree could tell you how ! this isnt GW2 depth oh builds here. Too bad our TR and CW are dead almost instantly because our team has no astral shield remember? They just need to plant it, its not channeled, and its game changing. So much power in one skill, sooo much denial. Its just objectivelly factually that powerful, no matter what unrelated anecdotes you spout about other classes. It is THE CIRCLE OF LIFE.
You are right indeed idontcomehere. I dont know why people still make threads about nurfing astreal shield.
It's clerics go to healing spell, as he said the circle of life, if you want to kill the cleric, well then you have
to take him out of his comfortzone (the circle). Clerics have other spells that I'd see fixed before even
speaking of changing astral. Like Divine glow (lowering you dmg instead of increasing), healing word dont know much more.
Could anyone tell me what the hell is up with the dubble and tripple casts on cleric?
Casting 1 sunburst-character is animating 2, Casting hallowed ground-character does the clap animation 3 times...
an option - imo - would be to remove the stacking, but instead reduce the bastion of health cooldown to - lets say - 10-12 seconds. THEN u could still run double cleric, but one has to take bastion of health (for example). healing words charges CD should be also reduced - either through recovery or just a flat amount.
For me this would be ok then.
The main issue with bastion of health (which - in gernal - is a nice skill imo) is the HIGH cooldown.
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naamapeikkoMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 25Arc User
edited May 2013
I don't think buffs like AS usually stack in other games, not sure why they do here to be honest. Removing the stacking and maybe buffing some less wanted classes(fighters) might actually be a good idea.
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matteffect42Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 5Arc User
edited May 2013
I think views on the forums are a little biased based on peoples experiences. Lets clear up some truths; not every group has 2 clerics, not every group stacks rogues/wizards, GF and GWF do exist as end game classes. It is possible to clear every piece of content this game has with 1 of each class in the group. Some groups make ups are better for some dungeons, for example; more knockoffs is ideal in a dungeon like Spellplague. This doesn't mean it is impossible to do if your class does not "fit the mold."
I think what everyone is witnessing is a tactic that was designed to help under-geared players who lack confidence as a solo healer challenge different tiers of bosses. There is a point where a Cleric has enough gear that one shield is more than sufficient to heal. The benefits of bringing 2 clerics is not just Astral shield. Clerics bring; knockbacks, damage buffs, defense debuffs, %stat buffs, -combat advantage damage, and I'm sure there are some other things that I missed. Astral shield is easily identifiable and probably the only thing that most people know about Devoted Clerics.
TL/DR
Nerfing astral shield stacking will only hurt undergeared groups.
manuelito75Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 9Arc User
edited May 2013
I honestly do not see all this fuss/hurry to call for a nerf:
in PvE AS allows to keep the group up and clear the content. It is not a traditional MMO healer so the DC needs something spicy to make it fun and playable. Unless there is an elaborate way to compensate a nerf of AS, the simple reduction of heal/dmg mitigation will simply call for a) rage from players (then good luck finding mates to run dungeons - I'll level a TR or CW so I can continue to pawn? but then I'll wait 3 hours in a queue looking for a DC...); b) usage of 2 clerics mandatory in a group. IMHO.
in PvP a coordinated effort will shut down the cleric, that is all I can say about it. It is doable, not rocket science. True story is that PvP maps are maybe a bit too small and this creates classic 'cul-de-sac'.
Now, if this call for nerf is led by frustrated players that see clerics stalling the PvP match at #2 spot with blue rings...well, study better your class and counter it. I still think anyway PvP and PvE should have different criteria in terms of spells efficacy and duration, so that you can balance better all the classes.
just my 2 cents
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dancingchimpMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 5Arc User
edited May 2013
They wont nerf it, noone will run dungeons, noone will play Cleric. ..
they wont. Its pvp people crying because they fail to lock people when others knock, or fail to knock themself.
Comments
The devs would need to significantly boost/buff us in other areas.
indeed. the only acceptable nerf would be to make so multiple clerics shields don't stack the damage reduction, but still heal.
Right now pulling large groups via a Guardian Fighter is needlessly difficult as the Cleric healing them tends out pace their threat generation so the faster option for players is to drop the Guardian and bring a second Cleric. Now if Guardians were changed in some way to allow them to keep their current level of DPS plus be able to generate enough threat to outpace healing on larger pulls I think groups would see them as a faster option for clearing content.
Any actual nerf to a single AS would make me rage though.
^ this. i actually didn't know they stacked until i saw all these threads pop-up, rofl.
astral shield doesn't apply any sort of shield; it just reduces damage by a flat amount. i don't know the exact amount since the description on it is vague, tho. plus, if they did this, they'd have to make the thresh-hold HIGH to make the skill worthwhile... which means that you might as well not even HAVE this cap anyway.
Like half for each addition stack or something, that's all.
Although I don't like mandatory skills, so if having it nerfed would mean cleric is effed then I'd rather than have that whole situation sorted instead tbh.
i thought its a super high mitigation ? I'm saying it 'should' have a threshold, its basically a crutch right now, stand in the shield and you dont need to dodge or move, anything that makes standing in the face of DPS and not having to do anything about it is pretty stupid. If its a flat # damage reduction thats probably why auto-attacks are completely nullified, sadly those happen to be GWF specialty ><
I disagree. Leave it as is for PVP (+ PVE) and instead of having people face roll to kill you, they need to make a targeted effort. For added survivability pop it with hallowed ground and you can feel the other side raging.
Clerics need tools to survive, whether its in PVE or PVP.
n, it's a flat percentage mitigation. if it's, say, 20%, that means a 100 damage attack is reduced to 80.
the shield can't really HAVE a thresh hold unless said thresh hold is stupidly-high since this skill is basically mandatory for any cleric to have. they'd have to make several changes to the cleric to make an actual nerf to AS acceptable. if the damage-reduction stacking is nerfed, i don't think many people will care. a straight up nerf would be silly.
No you just need to compete against people who have a clue about how to play their class, I have been shut down unexpectedly by some very clever GF's. I won't reveal how, but the good ones can and do make a difference and will render you virtually useless.
TR's can stunlock
and
CW can tie me up in various ways, after all its what they are supposed to do
not starting the cool down until it expires is dumb. that'd be worse than a straight-up nerf to the skill. plus, there's no other skill like that in the game. a straight-up nerf to astral shield requires many, many things to be changed about the cleric to make it acceptable, simply because of how the class is right now. AS is the only skill keeping clerics good. they'll always be wanted regardless, even if the shield was removed, but, that'd make them much, much less useful.
clerics also only have three ways to self-heal: healing word, bastion of health and sun burst. astral seal is unreliable, you'll not always be in range for the forgemaster's heal, etc.
i get where you're coming from, but, i can't think of a way to straight-up nerf AS without making the cleric class out-right bad. some content (from what i've heard/seen) would become impossible if AS was nerfed.
You really haven't played many Cryptic games. The cycle with the devs has been holding true to their standard operating procedure for Champions Online, STO, and even CoH (while they ran it).
1. Start off with a fun class. Usually one ability is broken making it "OP" or "FotM".
2. Reduce key abilities with knee-jerk nerfs (usually 25% to 45% reduction) - just hitting the "numbers", not the mechanic.
3. Class/build becomes utterly unviable across the boards because of the wide, sweeping nerf in #2.
4. Three months later when class is nearly totally unplayed, revisit and make it at least semi-viable with a key mechanic change which probably should have been done at point 2.
This isn't a hate post; I've just seen this cycle with the Cryptic developers in several games, and it's been present throughout beta for this game (GWF, and DC healing). I personally think there are better ways to balance things, but it's not the worst method, either.
That said,I'd trade their stacking resistance buffs for dropping the 40% self heal penalty whenever we group up in a second. That's the real cause of multi-cleric groups IMO the majority of the time. It's a direct attempt to work around the fact that we not only tank a huge amount of the adds, but we also heal ourselves the least. Solo I get the debuff, but grouped it has to go.
Gee only someone who has even looked at the skill tree could tell you how ! this isnt GW2 depth oh builds here. Too bad our TR and CW are dead almost instantly because our team has no astral shield remember? They just need to plant it, its not channeled, and its game changing. So much power in one skill, sooo much denial. Its just objectivelly factually that powerful, no matter what unrelated anecdotes you spout about other classes. It is THE CIRCLE OF LIFE.
lol
/10 char
It's clerics go to healing spell, as he said the circle of life, if you want to kill the cleric, well then you have
to take him out of his comfortzone (the circle). Clerics have other spells that I'd see fixed before even
speaking of changing astral. Like Divine glow (lowering you dmg instead of increasing), healing word dont know much more.
Could anyone tell me what the hell is up with the dubble and tripple casts on cleric?
Casting 1 sunburst-character is animating 2, Casting hallowed ground-character does the clap animation 3 times...
It happens smetimes when grouped but not when soloing =/
I want this class in NW.
For me this would be ok then.
The main issue with bastion of health (which - in gernal - is a nice skill imo) is the HIGH cooldown.
I think what everyone is witnessing is a tactic that was designed to help under-geared players who lack confidence as a solo healer challenge different tiers of bosses. There is a point where a Cleric has enough gear that one shield is more than sufficient to heal. The benefits of bringing 2 clerics is not just Astral shield. Clerics bring; knockbacks, damage buffs, defense debuffs, %stat buffs, -combat advantage damage, and I'm sure there are some other things that I missed. Astral shield is easily identifiable and probably the only thing that most people know about Devoted Clerics.
TL/DR
Nerfing astral shield stacking will only hurt undergeared groups.
in PvE AS allows to keep the group up and clear the content. It is not a traditional MMO healer so the DC needs something spicy to make it fun and playable. Unless there is an elaborate way to compensate a nerf of AS, the simple reduction of heal/dmg mitigation will simply call for a) rage from players (then good luck finding mates to run dungeons - I'll level a TR or CW so I can continue to pawn? but then I'll wait 3 hours in a queue looking for a DC...); b) usage of 2 clerics mandatory in a group. IMHO.
in PvP a coordinated effort will shut down the cleric, that is all I can say about it. It is doable, not rocket science. True story is that PvP maps are maybe a bit too small and this creates classic 'cul-de-sac'.
Now, if this call for nerf is led by frustrated players that see clerics stalling the PvP match at #2 spot with blue rings...well, study better your class and counter it. I still think anyway PvP and PvE should have different criteria in terms of spells efficacy and duration, so that you can balance better all the classes.
just my 2 cents
they wont. Its pvp people crying because they fail to lock people when others knock, or fail to knock themself.