This skill post patch does less damage then my daunting light now. It's a single target daily yet my AoE encounter power does more damage.
They did the same thing with this skill that they did with the TR shocking execution (which usually does less then a lashing blade, again same issue). It feels like it hits like fairy dust and it's damage is a joke, and lets not forget that it is 3 hits doing less then the daunting light does to multiple targets. Hits that are dodgable in PvP lets not forget. Why use a daily that does less damage then an encounter power?
This nerf is stupid, might as well have deleted the skill for all the usefulness it holds now.
I ran the Spellplague Cavern dungeon a little while ago with a party (too overleveled to notice anything while fighting stuff in the Chasm itself), and I felt the nerf really hard. We had a healing-spec DC so I was going full damage/support, and I had to put points into Flamestrike to get anything done. You can't last-hit anything with HoF because even when you think you've weakened it enough -- nope, spell is too feeble, leaves it with a little HP so you don't even get an AP bonus to make yourself feel better about it.
I can easily live with everything else in the patch if they'd just bring this daily back up to par. I do appreciate that at-wills in divinity are actually useable now (they were helpful while dungeoning), but this one thing is just stupid.
Of course they did. You are supposed to be a healbot, and nothing more. That's intended.
Here's the biggest joke of the whole things:
Devoted Cleric
Hammer of Fate: This power dealt far too much damage overall, so it's gained a new feature and had its damage reduced.
If the power deals a killing blow, the player will now regain 15% of maximum AP (at max rank). However, the power's overall damage has been reduced by 40%.
Trickster Rogue
Gloaming Cut: This power works best as an execute, but lacked the damage to fill that role. To help it better serve its function, it now deals up to 30% more damage (at max rank) based on the target's missing health. In addition, rank 3 of the power now provides more Stealth on kill, and rank 1 provides slightly less.
I think the big problem people didn't understand about HoF is that to do one-shot damage, you needed to debuff the enemy, buff yourself, crit three times in a row, and hit an enemy who fails to dodge/block. If you one-shot (actually three-shot) someone with it, you had to set it up very well and be very lucky. It was not a normal occurrence, but it was one of the only ways a DC could defeat another player in PvP. Now that's more or less going to be impossible.
Go back to putting down circles and stop trying to play the game, or they will nerf us some more.
...That just gave me an idea. I'mma post a thread somewhere that people will actually see it instead of being orderly and posting DC stuff in the DC forum where it goes unnoticed.
I think the big problem people didn't understand about HoF is that to do one-shot damage, you needed to debuff the enemy, buff yourself, crit three times in a row, and hit an enemy who fails to dodge/block. If you one-shot (actually three-shot) someone with it, you had to set it up very well and be very lucky. It was not a normal occurrence, but it was one of the only ways a DC could defeat another player in PvP. Now that's more or less going to be impossible.
Go back to putting down circles and stop trying to play the game, or they will nerf us some more.
Somewhat simular to TRs Shocking Execution in that a TR needed to use Lurker's Assault to get damage buff, be in stealth for the extra combat advantage damage. Even then Shocking Execution's damage is based upon how much health the target is missing which means it does more damage if they have had damage done to them already, usually less than half health left (so SE is not really a one shot kill if target has had damage done to it already). And finally hope for a crit for it to do a good amount of damage. Not to mention that TRs have the slowest AP gain of all classes so it was usable less than other classes are able to use their dailys. Overall both the TR and DC nerfs are from those that died in pvp doing the loudest crying because they got killed. Boohoo you died in pvp. Leave the DC alone, stop nerfing them.
Because you might want 3 heals on you EP bar? Still seems like flame strike is better either way
This thought pattern is part of the problem. We don't even HAVE three heals. We have two: Healing Word and Bastion of Health. Everything else is hybrid skill. Much like us: we are a hybrid class. We are not a Healer role, we are a Leader role. We can heal. Not very well. That's why you make think you need more heals. The class is very poorly suited to a pure-healer role. I'm not even sure if you CAN just heal. At some point you have to attack things or you'll never have enough Divine Power or Action Points to keep your party alive.
Is Flamestrike better? Maybe. But Hammer is fun, and it's the only single target direct-damage power we have. It was also an extremely effective burst heal with Repurpose Soul. The biggest green numbers I've ever seen in the game came from the Hammer.
Comments
I can easily live with everything else in the patch if they'd just bring this daily back up to par. I do appreciate that at-wills in divinity are actually useable now (they were helpful while dungeoning), but this one thing is just stupid.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
Here's the biggest joke of the whole things:
Devoted Cleric
Hammer of Fate: This power dealt far too much damage overall, so it's gained a new feature and had its damage reduced.
If the power deals a killing blow, the player will now regain 15% of maximum AP (at max rank). However, the power's overall damage has been reduced by 40%.
Trickster Rogue
Gloaming Cut: This power works best as an execute, but lacked the damage to fill that role. To help it better serve its function, it now deals up to 30% more damage (at max rank) based on the target's missing health. In addition, rank 3 of the power now provides more Stealth on kill, and rank 1 provides slightly less.
I think the big problem people didn't understand about HoF is that to do one-shot damage, you needed to debuff the enemy, buff yourself, crit three times in a row, and hit an enemy who fails to dodge/block. If you one-shot (actually three-shot) someone with it, you had to set it up very well and be very lucky. It was not a normal occurrence, but it was one of the only ways a DC could defeat another player in PvP. Now that's more or less going to be impossible.
Go back to putting down circles and stop trying to play the game, or they will nerf us some more.
Kaylee Krankenwagen, level 60 GF | Tavandruil Wayfinder, level 49 GWF | Aldith Langley, level 51 HR
Because you might want 3 heals on you EP bar? Still seems like flame strike is better either way
Somewhat simular to TRs Shocking Execution in that a TR needed to use Lurker's Assault to get damage buff, be in stealth for the extra combat advantage damage. Even then Shocking Execution's damage is based upon how much health the target is missing which means it does more damage if they have had damage done to them already, usually less than half health left (so SE is not really a one shot kill if target has had damage done to it already). And finally hope for a crit for it to do a good amount of damage. Not to mention that TRs have the slowest AP gain of all classes so it was usable less than other classes are able to use their dailys. Overall both the TR and DC nerfs are from those that died in pvp doing the loudest crying because they got killed. Boohoo you died in pvp. Leave the DC alone, stop nerfing them.
What didn't they break with this patch? And here I thought that at least I can take this daily instead of the nerfed one.
I want this class in NW.
This thought pattern is part of the problem. We don't even HAVE three heals. We have two: Healing Word and Bastion of Health. Everything else is hybrid skill. Much like us: we are a hybrid class. We are not a Healer role, we are a Leader role. We can heal. Not very well. That's why you make think you need more heals. The class is very poorly suited to a pure-healer role. I'm not even sure if you CAN just heal. At some point you have to attack things or you'll never have enough Divine Power or Action Points to keep your party alive.
Is Flamestrike better? Maybe. But Hammer is fun, and it's the only single target direct-damage power we have. It was also an extremely effective burst heal with Repurpose Soul. The biggest green numbers I've ever seen in the game came from the Hammer.
Not that anyone is going to be left to buy anything off it.