1. Prophecy of Doom: Does not grant AP (regardless of whether the enemy is killed or not).
2. Prophecy of Doom: Does not instantly recharge after enemy is killed.
3. Prophecy of Doom: Empowered version does not increase its duration.
4. Annointed Action: Does not proc for Divine Armor, Annointed Army and Guardian of Faith.
5. Divine Glow: Does not proc weapon enchantments.
6. Divine Glow: Does not have any effects on self if placed too far.
7. Repurpose Soul: Does not proc for certain skills (e.g. Daunting Light, Chains of Blazing Light).
8. Repurpose Soul: 3/3 only heals for ~9% instead of 15% of the spell's damage.
9. Hastening Light: Artifact offhand weapon bonus does not give 10% AP to allies.
10. Warding Flare: Does not shield any damage.
11. Bear Your Sins: Provides 10% arm pen instead of 10% damage; if arm pen cap is reached, it only increases the damage of the DoT that triggers it.
12. Furious Intervention: Does not increase AP gain of Chain of Blazing Light.
13. Holy Fervor: Does not increase AP gain of Chain of Blazing Light.
14. Geas: Does not grant any AP.
15. Ancient Warding: Does not heal and grant AP after Annointed Army has ended.
16. Light of Divinity: Put players in combat stance repeatedly.
17. Annointed Army: Gives 100% dmg mitigation instead of 90%.
18. Annointed Army: Gives CC immunity no matter how many times you've been hit.
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Comments
Most of the other items on this list have persisted for at least the last 2 years.
There were whispers of a DC rework, perhaps we'll see some of this stuff addressed in 2017. Here's hoping.
chopping blockbalance list. I'm a little worried about it as I think they may lead us the path of the healadin (no offence healadins), but hoping they do a pretty massive look at DC's; not only just fixing the bugs, of which there are lots, but also changing/updating a lot of our powers/feats.I know a ton of people think we are overpowered, but that is essentially one skill that we've built our character around. If AA goes the way of the dodo bird, I hope they take a long look at the other powers (most of which are underwhelming), heroic feats (definitely worst feat choices of all classes), and paragon feat choices (2 of 3 of which that have some insanely bad feat choices).
And DCs in general are broken in so many ways that I would appreciate a fresh look. Sure, they could completely blow it up and ruin it, but more likely we'll get some good, some bad, and a new challenge to figure out. I'm looking forward to it.
Finally, it's worth noting that healdins are not dead and gone. They can outperform a DC healer, and offer other significant group utility. DCs are FotM because of AA but devOPs are still very much viable.
That said, all signs point to DC being on the table to some round of balance / fixing. And I'm hopeful that many of these will eventually be addressed... if not any time soon.
I'll be posting the details on exactly what has been fixed and/or changed in the official changes thread by the end of the week.
However... Many people have posted this exact list multiple times over the past 1-2 years asking, begging, pleading for the devs to look at it and comment. It seems that it took all of a day for a dev to check and make the adjustments, yet we get told that the devs are reading the forums, that the CM is passing on info. I fear that you fixing these as if it was nothing is going to cause a riot.
The list is not comprehensive. These are some more bugs that exist with the cleric. This is also not comprehensive.
- Piercing Light gives 10% at all ranks
- Flame Strike does not proc Wheel of Elements (or weapon enchants)
- Condemning Gaze (feat) gives stacks in an aoe around hit targets (might be intended, don't know)
- I haven't checked this one in awhile, but Divinity Mode Chains used to be able to overstack the DR debuff from the Dread Enchantment. We achieved 11 stacks of the same ranking Dread during our testing.
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- Fire of the gods (and other feats) do not proc Wheel of the Elements
- Punishing Light only procs weapon enchants on the first 2 hits
- Chains of Blazing Light starts failing to get activated on some terrain after awhile. This can be seen in Illusionist's Gambit on stationary bosses in the center of the map. To repeat this bug, grab a companion, start hitting any training dummy with chains, and keep manually spamming normal/divine/empowered chains for about 5 minutes. The chains will start staying on the floor and not giving empowered stacks or dealing damage.
- Terrifying Insight has no stack limit when used with Chains of Blazing Light against multiple targets.
@dreadnaught#5263Chains does not proc OwlbearDaunting Light does not proc OwlbearI do really want to thank you for what you have done so far. Really appreciate it.
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@bvira
Mind verifying and adding these to the main list?
Signature [WIP] - tyvm John
Signature [WIP] - tyvm John