The change to Astral Shield which had, apparently unintentionally, increased its duration at higher ranks now makes it so that the uptime of Astral Shield is 10 seconds.
At the point where diminishing returns on Recovery kicks in big time the recast on Astral Shield is ~14 seconds. In an ideal situation without taking any damage etc this leaves a 4 second gap in coverage by Astral Shield and its associated Divinity Powered heal.
Bastion of Health is still pathetic with an overwhelmingly long cooldown and the healing on Soothing Light was increased by ~20% going from completely and utterly pointless to just completely pointless. I literally cannot fathom what thoughts went through your mind when looking at Soothing Light in particular.
Please go back and sharpen your pencils.... Unless the actual damage dealt by the mobs has dropped significantly and all aggro magically adheres to the Guardian Fighter I do not see how this can possibly be viable.
Certainly this does not look like the result of 6 weeks of work.
It might be a bug, but hopefully they'll be rebalancing the game AWAY from Astral Shield, I would hate to have that stupid ability continue to be mandatory.
The bonus healing on Soothing Light seems like a decent baby step toward the right direction, but it still sucks up all your precious divinity which is now going to be even harder to obtain with the unnecessary Ethereal Boon nerf.
They just need to give these abilities some identity.
Bastion of Wimpy Health either needs a massive cooldown reduction, or given some other affect like a full Cleanse or something, cleansing should be an active thing anyway IMO.
Soothing Light also should have some extra utility or atleast be given a lot more feats to make it interesting, with procs and such.
Or here's a crazy idea, how about we make Soothing Light weak again but make it BUILD divinity if we're healing someone else.
Oh also, REMOVE righteousness, please and thank you, if you can't balance our survivability w/o it then you're doing something wrong. =p
I concur that Astral Shield should be one of several tools... however as things stand it is still the only 'heal' that really works. Bastion of Health should be really big heal, downright epic in fact and instead it is significantly less than a single potion yet with a long cooldown and limited area of effect.
With my gear (10.5k gearscore) Healing Word heals for 5000, 7500 with Divine Charge. Bastion of Health heals for 2300, 2800 with Divine Charge. A potion is 8500 health with only a 12s recharge. The main healing class is outhealed by potions? What?
I have 19k hit points. Using Bastion of Health, even without the 40% self-healing nerf I would need to cast it 8 times in order to heal myself to full... this would take 2 and a half minutes.
There is no conceivable way that these healing numbers are viable... the only way the game worked until now was through Astral Shield damage mitigation and healing combined with life steal provided by items or Astral Seal. Remove Astral Shield and the game falls apart.
It needs some serious work, there is no way you can go "LIVE" with it in this state. This should never have made it past a single design review, who signed off on this build?
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mrvincent1959Member, NW M9 PlaytestPosts: 740Arc User
edited June 2013
Linked Spirit Feat "apparently" helps with BOH greatly. Someone just posted in the class forums that its working very well with BOH and Astral Seal on the preview shard.
Linked Spirit Feat "apparently" helps with BOH greatly. Someone just posted in the class forums that its working very well with BOH and Astral Seal on the preview shard.
BoH and Sunburst.
What's funny is that the patch didn't even change it, just updated the tooltip.
So that means it's been working like this the whole time, makes me wish I didn't wimp out and just took it on Live to test it myself at the time, I only went off of peoples' shoddy testing on the forums.
If it wasn't for the harsh DR's on stats I'd say it's overpowered lol, but it's not.
Testing things out in Whispering Caverns I find myself getting wrecked by packs of mobs where before I could reliably take them out without much difficulty. So in Tier2 armor at a 10.5k gearscore and with full enchants etc I am having a rough time doing pre-60 solo content?
You have a lot of work to do before your "Live" date in 2 weeks.
Found a PUG on test and was able to try out the new healing...
Complete disaster. The group composition was DC, CW, GWF, GWF, TR and I ended up tanking pretty much the entire time. I could tell that the aggro was less because the things that were under direct attack by one of the other members turned to hit them, but this also led to more damage being taken by the TR and the CW. After we wiped a couple of times on trash with the one GWF getting really abusive "#$%#% HEAL!" was spammed a few times and the group broke up.
I see people posting that they are having success with groups with one of each class, but those seem to be static 'guild groups' with competent players. The game has to function with PUGs and not just static groups.
It may be that the gameplay style of everyone has become ingrained to the existing roles on LIVE, but honestly this should never have gone on long enough for such a thing to occur in the first place. I predict massive problems when this goes to the Live server and a serious exodus of players.
Comments
The bonus healing on Soothing Light seems like a decent baby step toward the right direction, but it still sucks up all your precious divinity which is now going to be even harder to obtain with the unnecessary Ethereal Boon nerf.
They just need to give these abilities some identity.
Bastion of Wimpy Health either needs a massive cooldown reduction, or given some other affect like a full Cleanse or something, cleansing should be an active thing anyway IMO.
Soothing Light also should have some extra utility or atleast be given a lot more feats to make it interesting, with procs and such.
Or here's a crazy idea, how about we make Soothing Light weak again but make it BUILD divinity if we're healing someone else.
Oh also, REMOVE righteousness, please and thank you, if you can't balance our survivability w/o it then you're doing something wrong. =p
With my gear (10.5k gearscore) Healing Word heals for 5000, 7500 with Divine Charge. Bastion of Health heals for 2300, 2800 with Divine Charge. A potion is 8500 health with only a 12s recharge. The main healing class is outhealed by potions? What?
I have 19k hit points. Using Bastion of Health, even without the 40% self-healing nerf I would need to cast it 8 times in order to heal myself to full... this would take 2 and a half minutes.
There is no conceivable way that these healing numbers are viable... the only way the game worked until now was through Astral Shield damage mitigation and healing combined with life steal provided by items or Astral Seal. Remove Astral Shield and the game falls apart.
It needs some serious work, there is no way you can go "LIVE" with it in this state. This should never have made it past a single design review, who signed off on this build?
BoH and Sunburst.
What's funny is that the patch didn't even change it, just updated the tooltip.
So that means it's been working like this the whole time, makes me wish I didn't wimp out and just took it on Live to test it myself at the time, I only went off of peoples' shoddy testing on the forums.
If it wasn't for the harsh DR's on stats I'd say it's overpowered lol, but it's not.
Did you take Linked Spirit? Oh sorry you are now incapable of performing your role...
Yes devs, throw in a nerfhammer on the ONE skill a cleric has that actually has a chance of keeping everyone alive... smart move.
If someone higher up is reading this thread, please check out the following 2 threads on Righteousness and Astral Shield
http://nw-forum.perfectworld.com/showthread.php?200702-Righteousness
http://nw-forum.perfectworld.com/showthread.php?330491-Astral-Shield-has-been-completely-destroyed
You have a lot of work to do before your "Live" date in 2 weeks.
Found a PUG on test and was able to try out the new healing...
Complete disaster. The group composition was DC, CW, GWF, GWF, TR and I ended up tanking pretty much the entire time. I could tell that the aggro was less because the things that were under direct attack by one of the other members turned to hit them, but this also led to more damage being taken by the TR and the CW. After we wiped a couple of times on trash with the one GWF getting really abusive "#$%#% HEAL!" was spammed a few times and the group broke up.
I see people posting that they are having success with groups with one of each class, but those seem to be static 'guild groups' with competent players. The game has to function with PUGs and not just static groups.
It may be that the gameplay style of everyone has become ingrained to the existing roles on LIVE, but honestly this should never have gone on long enough for such a thing to occur in the first place. I predict massive problems when this goes to the Live server and a serious exodus of players.