I have to conclude that the cleric changes amount to a true nerf of healing ability. It is no longer possible to keep astral shield down all the time, and the healing of other abilities has not been increased in a noticeable way.
What we needed was a reliable and strong casted and ideally targeted heal. What we got was a minimal buff to soothing light, and a nerf to the only ability that was keeping parties alive. This may work for PVP, but unless PVE is seriously rebalanced, it will be worse than ever.
But isn't this why they are making the test shard? Let people volunteer to suffer instead of making the general populace suffer without notice? =P
[SIGPIC][/SIGPIC]
0
prophaelMember, Neverwinter Beta Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 8Arc User
edited June 2013
I only hope that suffering through their first pass of changes leads to a better set. If this goes live, I'm done with my cleric.
0
warsirenMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
edited June 2013
I still feel they are just trying to get us to use other possible builds and abilities and not use AS for a crutch as of now I couldn't tell you what that is.. I need to do more testing myself, however we are the only healer in the game, I don't see them leaving us unable to do our jobs completely... at least I'd liek to think not. Like I said more testing, it's near impossible to fully test out builds in the first few hours, we need to put some time in thinking outside of the box and trying new things.. again.. I have no Idea what that will pertain to yet.. but I think we have at least the weekend of testing before we start crying.. constructive feedback and testing first.
Honestly, how do you nerf the only worthwhile damage mitigation heal the DC has without either buffing some of the others, or giving us some other way of dealing with spike damage?
Are we honestly talking full groups poping health pots in between AS uptime simply to stay alive, because that's the dumbest thing ever.
0
warsirenMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
edited June 2013
It sounds weird but have we thought of looking into using "Brand Of The Sun" with Power Of The Sun Feated (Brand of the Sun reduces the targets damage output and their chance to crit by 1/2/3/4/5%. ) Instead of Sacred Flame to maybe fill in the damage reduction gap some.
PvP
Finished PvP maps no longer stand a chance of sometimes stranding players without a Leave button.
Players may no longer be kicked from PvP maps unless they are disconnected.
Players must now participate in a PvP match to qualify for its rewards.
Players no longer get points for Assists if they do not deal damage to the target player.
We are aware that this puts healers at a point disadvantage; we are looking into solutions for a future update.
Ah well, at least they are "aware" of what they are dishing out to healers.
...............vote for your favourite expansion.......... "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity". ..............not this one then.............
I generally throw ASeal and BotS on random mobs between encounter cooldowns as a sort of 1 2 hit. Trying to specifically target the heavy hitters through the mob will be a frustrating experience if it becomes required.
The goal as I look at it is to turn the game into a traditional Trinity based system. Which is a good thing because as the class is designed it should be a ranged healer I.e. not getting agro. In this scenario you wont need DS to tank hundreds of mobs. Especially considering the buffs to GWF and GF threat.
The key lies within agro, that is what needs to be tested. If the threat level remains the same as it stands then YES it will be a huge nerf but if you're not required to tank and will only have to use situational awareness, and your GWF and Control Wizard are able to snap CC or Pull threat of the cleric then it becomes a much better game IMO.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
I generally throw ASeal and BotS on random mobs between encounter cooldowns as a sort of 1 2 hit. Trying to specifically target the heavy hitters through the mob will be a frustrating experience if it becomes required.
I've enjoyed seeing posts where non-clerics attempt to give our class a try and see how much targeting we have to do, even with our AoEs. If we have to combo AS and BotS, I am pretty sure it is going to get noticed. Something done about it, no one can say. But it will get noticed.
Honestly, how do you nerf the only worthwhile damage mitigation heal the DC has without either buffing some of the others, or giving us some other way of dealing with spike damage?
Are we honestly talking full groups poping health pots in between AS uptime simply to stay alive, because that's the dumbest thing ever.
You're thinking inside a vacuum! Look at the greater picture, other classes were buffed, and those class are the ones who have been without a role since beta started. If GWF and GF are able to snap agro off the cleric then it becomes worthwhile.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
I just want to ask, is there any nerf on enemy debuff on PvE? since cleanse only work once per 20 sec now, I cant imagine how to saving peoples life inside dungeons with so many debuff
They will need to start using their own potions. I have minimal experience, only at 45, but I am a mean DC. If someone isn't hitting my AS targets, and I can't AS because of threat, they had to use potions and run like hell from big adds. I can see potion use going up for all classes. Right now (non-Test Realm), we do constant ping-heals with DR. Spike damage is fixed by potions. If someone is taking too much damage, and we have all our heals up, SOMEONE is doing something wrong. Potions are going to be the band-aid for the not-so-bright.
You're thinking inside a vacuum! Look at the greater picture, other classes were buffed, and those class are the ones who have been without a role since beta started. If GWF and GF are able to snap agro off the cleric then it becomes worthwhile.
My CW with 2.2k defense was hit by a Tomb Spider in CN for just over 19,000 damage today (I think it was a crit) when I was outside the pretty blue circle. AC doesn't make a huge difference, I am 2% damage reduction lower than a cleric with the same defense and no Foresight or other buffs like AS or HG.
Think about for a moment, 19,000 damage from a non-telegraphed standard hit from a pretty standard mob when I had above average defense. Edit: If I had "normal" defense for a CW, down around 600-1,400 that would have been a 1 shot on me.
Now tell me what the cleric could have done to heal me back up after that happened and AS was on a 5 second CD?
I also wonder how much more defense you think GWFs and GFs actually have than the rest of us, because it's not that much and that 19,000 damage might be reduced to 15,000 or I suppose as low as 10,000.
Archers in CN also hit for around 2k-4k on most people outside AS/HG. Those hits are NOT avoidable through dodging.
My CW with 2.2k defense was hit by a Tomb Spider in CN for just over 19,000 damage today (I think it was a crit) when I was outside the pretty blue circle. AC doesn't make a huge difference, I am 2% damage reduction lower than a cleric with the same defense and no Foresight or other buffs like AS or HG.
Think about for a moment, 19,000 damage from a non-telegraphed standard hit from a pretty standard mob when I had above average defense.
Now tell me what the cleric could have done to heal me back up after that happened and AS was on a 5 second CD?
I also wonder how much more defense you think GWFs and GFs actually have than the rest of us, because it's not that much and that 19,000 damage might be reduced to 15,000 or I suppose as low as 10,000.
Archers in CN also hit for around 2k-4k on most people outside AS/HG. Those hits are NOT avoidable through dodging.
Now make yourself the cleric, not only were you hit for 19k, but you suffer a 40% penalty to healing yourself. I really hope Zylaxx is right, and the tanks can pull adds off us quickly, or pick up adds before they even aggro.. but the fact is without the damage mit and healing from AS and a lack of anything to fill the gap it doesn't take many tomb spiders (or similar) to outright kill any member of the group, or all of them. 5 seconds is an eternity in that boss fight.
Can anyone tell me they have fixed the aggro issue, if every mob and his aunt doesn't coming running for me as soon as I drop a shield then I can probably live with the 5s cooldown on AS since it will effect everyone else in the team more than me may be they can start seeing what it feels like to pop potions like they are going out of fashion.
That said some aggro changes doesn't equate to the whole room not following you around. Has anyone tested the aggro changes the minute you throw down AS or any heal does the whole room come running at you? Until they can give the GWF or GF some aggro abilities that pull the aggro from us we have just been dealt with a huge nerf and surviving any swarm fight (pretty much every boss fight) it is going to be very difficult especially in those small rooms where you put down your shield and your Hallowed because the red circles are just everywhere and you have already dodged out twice and have no stamina.
Anyway having a blast levelling up my TR and not having the pressure of running around kiting and healing and popping potions like pills is like a breath of fresh makes me want to play
My CW with 2.2k defense was hit by a Tomb Spider in CN for just over 19,000 damage today (I think it was a crit) when I was outside the pretty blue circle. AC doesn't make a huge difference, I am 2% damage reduction lower than a cleric with the same defense and no Foresight or other buffs like AS or HG.
Think about for a moment, 19,000 damage from a non-telegraphed standard hit from a pretty standard mob when I had above average defense. Edit: If I had "normal" defense for a CW, down around 600-1,400 that would have been a 1 shot on me.
Now tell me what the cleric could have done to heal me back up after that happened and AS was on a 5 second CD?
I also wonder how much more defense you think GWFs and GFs actually have than the rest of us, because it's not that much and that 19,000 damage might be reduced to 15,000 or I suppose as low as 10,000.
Archers in CN also hit for around 2k-4k on most people outside AS/HG. Those hits are NOT avoidable through dodging.
Pop a health pot get back up and continue the flow of combat.....if your GWF's or GF's do not pull agro off you within that time frame in this patch they are bad or specced wrong. Just tested with 3 other guildies an hour or so ago. Sentinel specced GWF with 29ac, 5k Def )that's 49% reduction in damage), 2k Lifesteal, and 1400 Deflection and I had no problem tanking 2 Driders at one time in Temple. Not only did I not have trouble with taking hits and immediately being able to replish to above 70% thanks to Restoring Strike and Unstoppable buffs I now was able to pull agro off any of the squishies within a few seconds.
Grasp the horrow, people are gonna have to play smart, don't attack mobs that aren't getting tanked or not go all out DPS n the first few seconds of the fight. IMO from what limted testing our guild did, we were able to determine Neverwinter is now a traditional Dungeon Running MMO complete with proper working roles. All Classes are now required for the smoothest runs. Does it suck that certain classes got nerfed? Hell yea, but for the sake of the game it was needed.....now all theres left to be done is fine tuning of certain encounters.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
Now make yourself the cleric, not only were you hit for 19k, but you suffer a 40% penalty to healing yourself. I really hope Zylaxx is right, and the tanks can pull adds off us quickly, or pick up adds before they even aggro.. but the fact is without the damage mit and healing from AS and a lack of anything to fill the gap it doesn't take many tomb spiders (or similar) to outright kill any member of the group, or all of them. 5 seconds is an eternity in that boss fight.
That's when you use a Pot.
Trust me, Sentinel speced GWF on the adds, GF on the boss and the 3 other classes only need to worry about performing their roles. I know it wasn't a scientific test but with 3 1/2 hours of testing tonight with only 4 of us this patch just became amazing for group composition and Role defining gameplay.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
Can anyone tell me they have fixed the aggro issue, if every mob and his aunt doesn't coming running for me as soon as I drop a shield then I can probably live with the 5s cooldown on AS since it will effect everyone else in the team more than me may be they can start seeing what it feels like to pop potions like they are going out of fashion.
That said some aggro changes doesn't equate to the whole room not following you around. Has anyone tested the aggro changes the minute you throw down AS or any heal does the whole room come running at you? Until they can give the GWF or GF some aggro abilities that pull the aggro from us we have just been dealt with a huge nerf and surviving any swarm fight (pretty much every boss fight) it is going to be very difficult especially in those small rooms where you put down your shield and your Hallowed because the red circles are just everywhere and you have already dodged out twice and have no stamina.
Anyway having a blast levelling up my TR and not having the pressure of running around kiting and healing and popping potions like pills is like a breath of fresh makes me want to play
we only tested it with the Cleric using Soothe, although he only had 2 points in his (cant respect yet on test shard). but the results were promising.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
Another thing to add is our testing showed not dropping Astral Shield immediately at the start of the fight is a good thing. Wait to drop it on the boss or on the GWF once he has established threat on the adds (Wizzies job here really helps the GWF tremendously).
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
Pop a health pot get back up and continue the flow of combat.....if your GWF's or GF's do not pull agro off you within that time frame in this patch they are bad or specced wrong. Just tested with 3 other guildies an hour or so ago. Sentinel specced GWF with 29ac, 5k Def )that's 49% reduction in damage), 2k Lifesteal, and 1400 Deflection and I had no problem tanking 2 Driders at one time in Temple. Not only did I not have trouble with taking hits and immediately being able to replish to above 70% thanks to Restoring Strike and Unstoppable buffs I now was able to pull agro off any of the squishies within a few seconds.
Thank you so much for helping dispel some of the gloom and doom with real information about how the new gameplay works. This is exactly what I expected would be the case and I'm very happy to hear it.
No decent cleric is dropping foresight or holy fervor for sooth. That much I can tell you.
-15% AP gain or -11% DR for the whole party just so you can sratch a few adds? Nty. I'd rather have a CW spinning them on an endless arcane singularity.
PvP
Finished PvP maps no longer stand a chance of sometimes stranding players without a Leave button.
Players may no longer be kicked from PvP maps unless they are disconnected.
Players must now participate in a PvP match to qualify for its rewards.
Players no longer get points for Assists if they do not deal damage to the target player.
We are aware that this puts healers at a point disadvantage; we are looking into solutions for a future update.
Ah well, at least they are "aware" of what they are dishing out to healers.
i wish they gave us bonus points for HEALING, like amount of healing done
No decent cleric is dropping foresight or holy fervor for sooth. That much I can tell you.
-15% AP gain or -11% DR for the whole party just so you can sratch a few adds? Nty. I'd rather have a CW spinning them on an endless arcane singularity.
It sounds weird but have we thought of looking into using "Brand Of The Sun" with Power Of The Sun Feated (Brand of the Sun reduces the targets damage output and their chance to crit by 1/2/3/4/5%. ) Instead of Sacred Flame to maybe fill in the damage reduction gap some.
I was going to ask for your suggestions on how we are supposed to replace AS... and this is it? Really?
It's great that you want us to "test" until we find something that works, but unfortunately our list of healing abilities is quite short and there is no magic solution to find. AS was used for a reason, and nothing is going to come close to replacing it.
You'll have to do a whole lot better than a 5% single target attack debuff.
No decent cleric is dropping foresight or holy fervor for sooth. That much I can tell you.
-15% AP gain or -11% DR for the whole party just so you can sratch a few adds? Nty. I'd rather have a CW spinning them on an endless arcane singularity.
Ny all means play how you want but for those of us who are actually interested in seeing how Cryptic wants us to play then we'll do so knowing all classes now have a required role. Not only that but it gives more room for error. I cant tell you how many time's we've wiped on a boss because of an ohh <font color="orange">HAMSTER</font> situation, usually when a cleric forgets to drop a Divine Astral SHield or the CW is not able to pop shield off and build enough daily juice to drop a Black Hole. Things happen in a chaotic situation and even the best players will sometimes make a mistake. With the preferred Cryptic way of playing those mistakes are mitigated thanks to buffs for the other roles.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
No decent cleric is dropping foresight or holy fervor for sooth. That much I can tell you.
-15% AP gain or -11% DR for the whole party just so you can sratch a few adds? Nty. I'd rather have a CW spinning them on an endless arcane singularity.
Another thing to note:
If CW can keep perma Black Hole up then AS is not needed. But because they cant, those adds will now need ot be tanked....I.e. the proper way with the proper class.
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
And that's why you get 2CWs instead of a CW and a GWF.
Before the massive nerf you could run any dungeon with just 1DC and 1CW and whatever you wanted to fill the other 3 spots (at least 1 rogue to speed things up) -> i did that plenty of times with GWFs and GFs, not without it posing a challenge in some dungeons as the only cleric.
Now you will run with 2DCs, 2CWs and 1 Rogue.
Congrats to the GWF and GFs who got their encounters fixed. It's been useless tho.
In fact, it has had the opposite effect. ^^
You cannot have the base functionality of a class 100% dependent on using the 'correct' talents along with a full set of supposedly optional encounter and daily powers.
It becomes then an IQ test and reduces the entire concept of diversity to a single playstyle.
Soothing Light is still abysmal. It needed an increase by an order of magnitude at a bare minimum to compete and instead got a 20% increase. It is so bad that there is literally no way that any designer actually tested this ability much less anyone in QA.
The BIG 20second cooldown heal? It heals for 15% of my max health and 1/3 the healing of a potion. Bastion of Health should heal for 10k minimum and scale up with healing and power so that it becomes a 66% of full health heal. Then it becomes an "oh ****" button that can be used every 20 seconds if people are really getting hammered but which, because of the long cooldown, you are somewhat reluctant to use unless necessary.
Change Healing Word so that the Divinity Channeled version uses a charge but bounces twice at which point it becomes a baseline bread and butter heal, which it should be. Furthermore borrow a concept from *gasp* D&D and make all healing potions used while under the effect of Healing Word 2x effective.
Make Soothing Light into a single target powerful focus heal. Remembering that this is burning Divinity and that any second we are using to channel this onto the tank is a second we are NOT building Divine Power nor are we applying any other heal / defensive effect. It should be REALLY good instead of "you accidently clicked this ability, you are a fool and a terrible player".
Run some freaking monte carlo healing simulations before you roll **** out onto test without even giving it half a **** thought.
And that's why you get 2CWs instead of a CW and a GWF.
Before the massive nerf you could run any dungeon with just 1DC and 1CW and whatever you wanted to fill the other 3 spots (at least 1 rogue to speed things up) -> i did that plenty of times with GWFs and GFs, not without it posing a challenge in some dungeons as the only cleric.
Now you will run with 2DCs, 2CWs and 1 Rogue.
Congrats to the GWF and GFs who got their encounters fixed. It's been useless tho.
In fact, it has had the opposite effect. ^^
Guarantee you its not! Role with 2 CW's and have no synergy and your Cleric will get rofl stomped by the adds. GWF and a CW will be needed!
[SIGPIC][/SIGPIC]
Character is what a man is in the dark
Comments
Are we honestly talking full groups poping health pots in between AS uptime simply to stay alive, because that's the dumbest thing ever.
PvP
Finished PvP maps no longer stand a chance of sometimes stranding players without a Leave button.
Players may no longer be kicked from PvP maps unless they are disconnected.
Players must now participate in a PvP match to qualify for its rewards.
Players no longer get points for Assists if they do not deal damage to the target player.
We are aware that this puts healers at a point disadvantage; we are looking into solutions for a future update.
Ah well, at least they are "aware" of what they are dishing out to healers.
"Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
..............not this one then.............
The key lies within agro, that is what needs to be tested. If the threat level remains the same as it stands then YES it will be a huge nerf but if you're not required to tank and will only have to use situational awareness, and your GWF and Control Wizard are able to snap CC or Pull threat of the cleric then it becomes a much better game IMO.
Character is what a man is in the dark
I've enjoyed seeing posts where non-clerics attempt to give our class a try and see how much targeting we have to do, even with our AoEs. If we have to combo AS and BotS, I am pretty sure it is going to get noticed. Something done about it, no one can say. But it will get noticed.
You're thinking inside a vacuum! Look at the greater picture, other classes were buffed, and those class are the ones who have been without a role since beta started. If GWF and GF are able to snap agro off the cleric then it becomes worthwhile.
Character is what a man is in the dark
My CW with 2.2k defense was hit by a Tomb Spider in CN for just over 19,000 damage today (I think it was a crit) when I was outside the pretty blue circle. AC doesn't make a huge difference, I am 2% damage reduction lower than a cleric with the same defense and no Foresight or other buffs like AS or HG.
Think about for a moment, 19,000 damage from a non-telegraphed standard hit from a pretty standard mob when I had above average defense. Edit: If I had "normal" defense for a CW, down around 600-1,400 that would have been a 1 shot on me.
Now tell me what the cleric could have done to heal me back up after that happened and AS was on a 5 second CD?
I also wonder how much more defense you think GWFs and GFs actually have than the rest of us, because it's not that much and that 19,000 damage might be reduced to 15,000 or I suppose as low as 10,000.
Archers in CN also hit for around 2k-4k on most people outside AS/HG. Those hits are NOT avoidable through dodging.
Now make yourself the cleric, not only were you hit for 19k, but you suffer a 40% penalty to healing yourself. I really hope Zylaxx is right, and the tanks can pull adds off us quickly, or pick up adds before they even aggro.. but the fact is without the damage mit and healing from AS and a lack of anything to fill the gap it doesn't take many tomb spiders (or similar) to outright kill any member of the group, or all of them. 5 seconds is an eternity in that boss fight.
That said some aggro changes doesn't equate to the whole room not following you around. Has anyone tested the aggro changes the minute you throw down AS or any heal does the whole room come running at you? Until they can give the GWF or GF some aggro abilities that pull the aggro from us we have just been dealt with a huge nerf and surviving any swarm fight (pretty much every boss fight) it is going to be very difficult especially in those small rooms where you put down your shield and your Hallowed because the red circles are just everywhere and you have already dodged out twice and have no stamina.
Anyway having a blast levelling up my TR and not having the pressure of running around kiting and healing and popping potions like pills is like a breath of fresh makes me want to play
Pop a health pot get back up and continue the flow of combat.....if your GWF's or GF's do not pull agro off you within that time frame in this patch they are bad or specced wrong. Just tested with 3 other guildies an hour or so ago. Sentinel specced GWF with 29ac, 5k Def )that's 49% reduction in damage), 2k Lifesteal, and 1400 Deflection and I had no problem tanking 2 Driders at one time in Temple. Not only did I not have trouble with taking hits and immediately being able to replish to above 70% thanks to Restoring Strike and Unstoppable buffs I now was able to pull agro off any of the squishies within a few seconds.
Grasp the horrow, people are gonna have to play smart, don't attack mobs that aren't getting tanked or not go all out DPS n the first few seconds of the fight. IMO from what limted testing our guild did, we were able to determine Neverwinter is now a traditional Dungeon Running MMO complete with proper working roles. All Classes are now required for the smoothest runs. Does it suck that certain classes got nerfed? Hell yea, but for the sake of the game it was needed.....now all theres left to be done is fine tuning of certain encounters.
Character is what a man is in the dark
That's when you use a Pot.
Trust me, Sentinel speced GWF on the adds, GF on the boss and the 3 other classes only need to worry about performing their roles. I know it wasn't a scientific test but with 3 1/2 hours of testing tonight with only 4 of us this patch just became amazing for group composition and Role defining gameplay.
Character is what a man is in the dark
we only tested it with the Cleric using Soothe, although he only had 2 points in his (cant respect yet on test shard). but the results were promising.
Character is what a man is in the dark
Character is what a man is in the dark
Thank you so much for helping dispel some of the gloom and doom with real information about how the new gameplay works. This is exactly what I expected would be the case and I'm very happy to hear it.
-15% AP gain or -11% DR for the whole party just so you can sratch a few adds? Nty. I'd rather have a CW spinning them on an endless arcane singularity.
I want this class in NW.
i wish they fixed the other bugs first than make big changes , sounds like a precursor to reset token selling
i wish they gave us bonus points for HEALING, like amount of healing done
AMEN to that
It's great that you want us to "test" until we find something that works, but unfortunately our list of healing abilities is quite short and there is no magic solution to find. AS was used for a reason, and nothing is going to come close to replacing it.
You'll have to do a whole lot better than a 5% single target attack debuff.
Ny all means play how you want but for those of us who are actually interested in seeing how Cryptic wants us to play then we'll do so knowing all classes now have a required role. Not only that but it gives more room for error. I cant tell you how many time's we've wiped on a boss because of an ohh <font color="orange">HAMSTER</font> situation, usually when a cleric forgets to drop a Divine Astral SHield or the CW is not able to pop shield off and build enough daily juice to drop a Black Hole. Things happen in a chaotic situation and even the best players will sometimes make a mistake. With the preferred Cryptic way of playing those mistakes are mitigated thanks to buffs for the other roles.
Character is what a man is in the dark
Another thing to note:
If CW can keep perma Black Hole up then AS is not needed. But because they cant, those adds will now need ot be tanked....I.e. the proper way with the proper class.
Character is what a man is in the dark
Before the massive nerf you could run any dungeon with just 1DC and 1CW and whatever you wanted to fill the other 3 spots (at least 1 rogue to speed things up) -> i did that plenty of times with GWFs and GFs, not without it posing a challenge in some dungeons as the only cleric.
Now you will run with 2DCs, 2CWs and 1 Rogue.
Congrats to the GWF and GFs who got their encounters fixed. It's been useless tho.
In fact, it has had the opposite effect. ^^
I want this class in NW.
It becomes then an IQ test and reduces the entire concept of diversity to a single playstyle.
Soothing Light is still abysmal. It needed an increase by an order of magnitude at a bare minimum to compete and instead got a 20% increase. It is so bad that there is literally no way that any designer actually tested this ability much less anyone in QA.
The BIG 20second cooldown heal? It heals for 15% of my max health and 1/3 the healing of a potion. Bastion of Health should heal for 10k minimum and scale up with healing and power so that it becomes a 66% of full health heal. Then it becomes an "oh ****" button that can be used every 20 seconds if people are really getting hammered but which, because of the long cooldown, you are somewhat reluctant to use unless necessary.
Change Healing Word so that the Divinity Channeled version uses a charge but bounces twice at which point it becomes a baseline bread and butter heal, which it should be. Furthermore borrow a concept from *gasp* D&D and make all healing potions used while under the effect of Healing Word 2x effective.
Make Soothing Light into a single target powerful focus heal. Remembering that this is burning Divinity and that any second we are using to channel this onto the tank is a second we are NOT building Divine Power nor are we applying any other heal / defensive effect. It should be REALLY good instead of "you accidently clicked this ability, you are a fool and a terrible player".
Run some freaking monte carlo healing simulations before you roll **** out onto test without even giving it half a **** thought.
Guarantee you its not! Role with 2 CW's and have no synergy and your Cleric will get rofl stomped by the adds. GWF and a CW will be needed!
Character is what a man is in the dark