A number of Halaster's powers have been adjusted to deal unavoidable damage. As such they may no longer be avoided by dodging or using Fox's Cunning.
Fox's Cunning is no longer a guaranteed dodge and is instead an increase to damage reduction
That changes look a bit redundant, I would suggest to valuate the idea of reverting the unavoidable damage change, also because it's reducing the meaning of any defensive stat other than hp. Will rather leave the second change, with some improvement.
They made it so it pierces invincibility frames rather than being un-mitigatable.
This was so "support Rangers" don't invalidate the Imminent Annihilation stacks.
I am still missing smth, not native english will try to explain myself with an example. Dev1: I placed so much effort into that attack and they simply get a ranger to avoid it, let's nerf Fox's Shift Dev2: I placed so much effort into that attack and they simply get a ranger to avoid it, lets set it as unavoidable Why need both? Wasn't first one enough?
TotMM brought back a crucial aspect in MMORPG, completely removed by M16: group synergies, would be interesting having it extended somehow to a mechanic on each dps class. That would also help balancing process and incentivate forming rainbow parties, here's some example on how to implement it: - Barbarian: turn Battle Fury into a X% dmg buff and -X% incoming dmg
Pretty sure Battle Fury is already the bolded part. I'm okay with it also decreasing incoming damage,
Pretty sure about that too, purpose was giving parties a different option than stacking 2 griffon debuff or a safer one in case, in other words: if you able to coordinate 6-ish DPSes can avoid to lfm 2 players with that mount or using both options and asking for Halaster dmg increase
but I doubt we're getting big balancing changes this mod.
When current state is allowing two dps classes only to get in new trial they have to find resources for balancing tbf. Adding functionality to a skill without working on animation/etc doesn't look that hard to implement and changes to healing are a proof that balancing change are possible and actually ongoing.
Would still involve bringing the weakest DPS class for Commander Strike's 10% debuff. At that rate, you might as well have one of your healers bring a Yojimbo and bring a non bottom tier DPS class.
You kidding me? Fighter is top tier now! Jokes aside, those were lazy examples, plenty of better way to implement that. Was just thinking on a way to both restore party synergy and promoting rainbow parties as a meta.
These healing nerfs are going to be absolutely crushing, I'm barely hanging in as it is with my devout cleric 100% dedicated to healing and not doing any damage running nothing but heal related encounters, and now THIS?! DO NOT do this, it's a huge mistake, and may very well kill my enthusiasm to continue playing anymore, cleric has been my last refuge to make playing queues tolerable, as I rarely ever saw a healer, so I decided to become one myself, it was the only way to end my suffering and have a semi enjoyable time, but this may just end it all, I'm serious!
Tbh none of those changes stand a chance of breaking Devout. They'll add value to building Outgoing Healing to improve efficiency, but the class is still looking like a powerful basic healer.
Bastion losing a little magnitude and getting its cost modestly increased won't be a game-breaker. Just means that it can't be spammed with quite as much abandon and that players who haven't yet learned to prioritize channeling divinity during healing-heavy fights will struggle more and/or be forced to slot Divine Glow to compensate.
Healing Word was already not one of my favorite encounters. Giving it a hugely increased radius makes it useful for dealing with moderate room-wide damage on a scattered party, but it retains its disadvantages of being expensive and less efficient in practice than it appears on paper, even with the related feat. Unless players are taking moderate damage continually over time, most of the HoT ticks will be wasted as overheal.
Intercession...well, it still has an absurdly high magnitude. Not sure that the nerf was strictly necessary given the long CD and single-target limitation, but it's still a 1600 magnitude heal that casts instantly and requires no divinity.
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
The healing nerf was necessary. Good healers were overhealing by a lot and it made it so that even a single healer was enough for the new trial, you didn't even need 2 of them.
My hope, and from a lot of people, is that sooner or later theyll move this dev team to something else and get people that understand and like D&D in as devs.
Having devs and pr making play with players events, public streams and interviews saying diferent things of what is later implemented ingame is just so..
Seriously the gaming industry needs some regulating and especially companies who work to the so called "Free to play" but pay for items model. This must be a run of 6 or 7 straight nerfs for the Cleric..... why they bothered with all that nerfing, knowing the changes that were coming with MOD 16 is beyond me.
Mod 16 was about balancing the game and content apparently, but here we are again being adjusted to make content work.
People invest money and time into this game acquiring items based on the builds the devs give us, now it seems that that overpriced digital items has a limited lifespan of a few weeks / months.
Currently on Golem phase of lomm boss 2 a cleric struggles to keep everybody up without running out of divinity, increasing the cost and you are bounced around or pushed so can't generate divinity, increasing the cost means most are going to struggle during that phase.
Also Range currently re forced to play tight to the boss due to combat advantage oversight (the group is healed in one cast) - that changes in the same patch so you are more likely to have to throw out additional heals to compensate for their play style.
If the devs want to do something positive then remove that silly knockback from Sunburst so we can cast at least have 1 AOE spell that doesn't annoy the rest of the group, and also enables us to apply enchantment debuffs if we so wish. Not all of us want to run vorpal!
Those who want pvp to be scrapped, my advise is don’t be stupid. Pvp is the true endgame of all mmo. After u have done that dungeon a hundred times, what do u do? Play pvp! Many pve players now are also avid pvpers last time. If they make pvp balanced, clear exploits, make pvp more rewarding, there will be more ppl playing pvp again. Also mmo with a vibrant, competitive pvp scene tend to earn the company more money. Regarding the healing nerfs, I support a hundred percent. To those crying about dying in dungeons, learn to play the game! Learn the mechanics and keep out of red zones. To those who cannot take the nerf and wanna quit game, I have this to say, GOOD RIDDANCE!! Don’t let the door hit you on the way out. You will not be missed.
My main disappointment is the lack of boosts/adjustments to the classes that need it and the lack of bug fixes. (Not to mention releasing a product with more bugs than features - spec. mod 16). So instead of working on balance where some classes are truly hamstered or fixing other bugs, a decision to work on another nerf is made instead and then that gets called 'balance'.
Every time I see or hear the word 'balance' coming from a Dev I take it to mean 'the nerfbat is coming'. And that's how it is seen among almost all the people I play this game with.
I'd prefer to see a repeat of the 'Bug Fix October'. That would be very welcome and I believe more welcome than another buggy mod release. It would just be nice to play a class - any class - where the tooltips were accurate and powers worked as intended. But here's a hint: You don't have to wait until October.
I also have to ask why are you continuing to work on PVP? How many people are playing PVP? What percentage of the active (actually playing - not just logging in and invoking) player base is PVP? Does it warrant the time and energy needed to actually get it right? Is the time and energy that is needed to work on PVP worth letting the existing PVE content continue to be buggy, inconsistent and in some cases completely worthless? I don't think so, but I don't have the numbers to do an exact analysis. I can only go by what I see in game, in our alliance and here on the forums. And the numbers I see don't warrant any effort towards PVP.
I think many people would like to know how the critheals will work now. I was planning to change my enchantment to Holy Avenger (and didnt change yet because it seems that it is not working on live, not buffing nor healing), and I hope Holy Avenger becomes a good alternative to vorpal for healers, for diversity.
I like the nerfs to healing. I was carrying too much so many squishy players (with demongorgon, barovian and chult hunt sets, especially) with tons of butterfly golems and having to tank eletric golems while healing in the second boss, because tankers were generally just not keeping aggro there. Intercession was just overhealing anyone with no need of incoming healing. Now people will need some incoming healing, it will be useful, thats nice.
It is giving sone usefulness to other things, thats nice. I hope more armor and weapon enchantments get useful to use. One thing that might be nice to make dps vary the weapon enchantments is to create some part with lots of tankish mobs that must be killed fast. This would make things like Lightning, plaguefire, etc enchantments, death slaad companion etc, more useful than vorpal.
Also Range currently re forced to play tight to the boss due to combat advantage oversight (the group is healed in one cast) - that changes in the same patch so you are more likely to have to throw out additional heals to compensate for their play style.
Nope. When I play a character with ranged attacks, I stay within reasonable range of the boss for Shadowstalker equip bonus, ease of being healed, sharing the effect of party members' buffing artifacts and set bonuses, etc.
Not that this hasn't been beaten to death in other recent threads, but if players consistently hang out in the way back for no reason, they're responsible for themselves. If they want to play well and coordinate better with party positioning, they'll naturally get more healing.
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
> @manjusriyamantak said: > You are missing the point, cleric and paladins heal too well, especially with crit heals becoming more common. The divinity resource management became a non issue …. > > As I said earlier, critical heals just make the healing more volatile, which means success is more a matter of luck than skill. > > And how do you define “too well”? No healer will be stressed in a LOMM run with 24k ‘toons – is that “too well”? That same healer will have a much harder time (and probably find it impossible) in the same dungeon with 20.1k toons, or ‘toons that aren’t well-balanced. Is that still “too well” and is your divinity management still so easy? > > And what if you have a crappy tank who can’t keep the mobs off of you? Are you going to be able to heal “too well” then? > > What all this leads to is that pug-dungeon runs (i.e., random queues, one of the two central ways to access the game content) fail more often than they succeed, players drop out without even trying if there’s the slightest difficulty, and in order to succeed, you have to join up with elitist jerks who want “HDPS” or “EXP” or brag about their IL or power and aren’t willing to experiment with things that aren’t considered “BiS” or teach new players how to run the dungeons. > > That sounds to me like a good way to let the game die…. which would be quite a shame, given how much effort’s gone into it over the years.
That healer would still have no problem healing an undergeared group. Provided they don't get vollied. There would be less HP to heal, it doesn't change the fact they can keep spamming bastion of health without worrying about divinity, and if they do get aggro, they can easily tank it, maybe even better than said crappy tank. The healer can do its job, maybe even get the party to a point further than the barely geared group would have normally gotten too before their lack of ability to do their job/role causes the run to fail. No amount of healing can get ungeared players through Acturia when they can kill mimics and you end up with a swarm of golems that can just collectively down a player. That just isn't on the healer at all.
Most clerics, once they have learned how to effectively play their character, get bored with the class, due to the lack of engagement required, or any real need to pay attention. That right there is just not healthy.
Also Range currently re forced to play tight to the boss due to combat advantage oversight (the group is healed in one cast) - that changes in the same patch so you are more likely to have to throw out additional heals to compensate for their play style.
Nope. When I play a character with ranged attacks, I stay within reasonable range of the boss for Shadowstalker equip bonus, ease of being healed, sharing the effect of party members' buffing artifacts and set bonuses, etc.
Not that this hasn't been beaten to death in other recent threads, but if players consistently hang out in the way back for no reason, they're responsible for themselves. If they want to play well and coordinate better with party positioning, they'll naturally get more healing.
Yeah, playing range is a tricky thing. A lot of people think its healer responsibility to keep their hp up no matter where their position or how they play. That's why most people just wait for the healer to heal them when they are hanging way back from the group. When they die they blame the healer for not healing. In my opnion, Its just wrong to think that healer are the one that should be revolving around u as a dps. Its actually quite the opposite. Why? Because if your gameplay as a dps cause the healer to burn extra divinity, its your fault if the party wipe due to healer ran out of divinity. Especially with the coming mod where healer divinity cost is increased.
When u are staying that far back, u are responsible for your own HP. If u are not capable of self sustain your own health, then don't stray that far behind. When I play my archer, ironically, I usually hang pretty far back from the group. Although I don't ask for heals from healer. I usually keep myself from harms way. If I want heals, I'll just go near the tank because I know that's where the all the heal are usually spam. I never kite mob around either. That's one way to kill your group. If I got the aggro, I bring the mob near the tank so he could take it back.
Also ounishing challenger makes punishing charge a charge encounter... no one asked but thanks for doin someth that literally no one asked when featsbare still useless.
That is the problem here... we have a lot of people saying how bad barbarians are. a entire thread about sugestions, much better than everthing made to this class since ages, but they stoped to take some option to a defender class... lost threat using a class feature+power created to that porpose. is insane!
but worst than that, they take time to balance two single powers of a class that already dont have problems. that means, in this week, instead to work on some real demand of balance, you have a HAMSTER wasting time thinking about how fair is the diference between two powers of a top class.
about healing stuff, letme understand... we have, and aways have, a lot of damage dealers doing much more damage than should. that is ok. now, if a healer, a necessary but unpopular job that people already dont like to play, got some pleasure "overhealing" some times, you guys nerf that?
Removing pvp from the game would surely sort a lot of balancing issues. Almost noeone pvps anyway.
Less server load and all..
@mimicking#6533 we know you like pvp personally but do the numbers really back continuing it's support in the game? can you hold it to a vote? pvp really is bad in this game. fixing it requires stripping it down to the very core basics. like level 10 or something and having it totally separate from anything associated with pve.
really.. it doesn't belong in this game. it's dead. please stop beating it and put that energy towards fixing bugs in what people actually do play. pve.
i dont pvp much unless im at a godly level of boredem, but i believe pvp is neccesary in any game, pve alone isn't enough for some players, most of them just play for pvp. The issue with pvp is balance, they literally ignore the fact that if you put a tank that can take hits from orcus up against any other class, they wont be able to take their hits without even blinking, or other class mechanics that help some classes survive in pve wont make them godly in pvp, thats the issue. Anyway i believe they should just completely separate all pve powers from pvp, give each class a power that can do damage, cc, heal, some survivability ( you cant compare a mere dodge with a bloody shield that can take ur icy knife as if it was a snowflake). Orrrr they could just make a pvp where pve classes aint protagonists but npcs, such as lord neverember, knox, orcus, etc. this way, everyone has the same access to pvp characters and if they all decide to play broken, atleast its balanced.
Lardeson CW not Mage. Where's my fireball and my thunderbolt?
1
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
about healing stuff, letme understand... we have, and aways have, a lot of damage dealers doing much more damage than should. that is ok. now, if a healer, a necessary but unpopular job that people already dont like to play, got some pleasure "overhealing" some times, you guys nerf that?
The issue is when players don't really have to worry about their divinity as they can just spam heals that can heal most of a player's health every 1 second, which causes dps/tank players to not worry about red zones, or ignoring boss mechanics. This leads us down to the same place we were in M15, where in order for a player to die, they need to be one shot, or have so many adds that they collectively one shot. The players who are terrible at managing divinity now are still going to be terrible, that won't change due to these changes. Those who are on the cusp of divinity management will more or less be in the same place as those who mastered it, in that you now have to learn how to time healing and praying, and when to use bastion of health (for clerics).
Why is everyone loosing their head a> @manjusriyamantak said: > Perhaps I’m missing something, not having played this as yet, but it sounds like this is shaping up to be another Castle Ravenloft, where there’s no way to avoid dying, and trying to actually finish it just eats scrolls. > > …. with the difference that scrolls now give revive sickness, so even if you want to use them up, they’ll be no way to finish it. > > > You can beat Castle Ravenloft without even dying at all and it isn't even difficult. If you struggle with CR you won't get past the first phase of ToMM. > > Well, that’s the point, isn’t it? > > Your average RAQ (previously REQ) group just leaves CR as soon as they can. The one time I was in a RAQ group that actually tried it – not because they thought they could complete it, but because they didn’t know any better -- they all gave up at the last boss anyway. Either way, often someone takes the leaver penalty, which means they don’t play a dungeon that day (not everyone has all day to wait …). Or some jerk signposts out to try to force someone else to take the penalty. > > And don’t start talking to me about “end-game.” That’s stupidly elitist in the first place; but also the other dungeons in the same level queue are not nearly as impossible to complete (scaling gyrations aside). > > (Though in some, like FBI/Drufi and MSP/Nostura, people have started to take it for granted that they’re going to have to use a scroll to get through the “big kill” mechanic, and plan in advance to play the boss that way. But I digress….) > > Most of us don’t care who completes the latest dungeon first on preview, and have no aspiration to do such a thing; and likewise we don’t have thousands of dollars to drop into making dungeons like CR not “even difficult.” We just want to be able to queue for a dungeon run with a reasonable expectation of finishing it. Even though most people have crappy builds, no skill, and don’t even speak enough English to take advice. > > As I heard someone put it, “The way this game is now, you can’t compensate for other people being crappy, by being awesome.” > > So like I said, and you confirmed right there, it looks like TOMM is shaping up to be another CR.
acutally i did a pug CR today, i qued with a friend of mine, me on my 20k CW and she on her newly made OP (I think about 19k) as a healer, we got another CW, a tank op, and a warlock all between 19-22k GS. It took us about 40 min, but we finished it without wiping once, and we also werent close to wiping at any point. Both of those dps chars were dealing less then half my CW did, so they didnt play very well, but they understood the mechanics and besides some bugs (like the 1st sister not respecting aggro from the tank) we had a fun time.
I know that many ppl just leave once they see CR, but sadly most ppl dont even care about learing the mechanics of any dungeon, because once u did that it becomes doable with almost all groups.
So let me ask u this, if those ppl dont even bother to learn a new dungeon or put any effort into it, why should the devs release content for them? If they dont give a <font color="orange">HAMSTER</font> about what they are running and what they are doing, why should they care about new content? Every dungeon must feel exactly the same for them.
3
gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Nerfing Fox's Cunning is silly. It was a staple power of the HR since the beginning and enabled very interesting ways of playing. Doing that for the sake of one dungeon doesn't make sense. Unavoidable damage exists if you really want an effect to be unavoidable, like Call of Winter.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
You are missing the point, cleric and paladins heal too well, especially with crit heals becoming more common. The divinity resource management became a non issue ….
As I said earlier, critical heals just make the healing more volatile, which means success is more a matter of luck than skill.
And how do you define “too well”? No healer will be stressed in a LOMM run with 24k ‘toons – is that “too well”? That same healer will have a much harder time (and probably find it impossible) in the same dungeon with 20.1k toons, or ‘toons that aren’t well-balanced. Is that still “too well” and is your divinity management still so easy?
And what if you have a crappy tank who can’t keep the mobs off of you? Are you going to be able to heal “too well” then?
What all this leads to is that pug-dungeon runs (i.e., random queues, one of the two central ways to access the game content) fail more often than they succeed, players drop out without even trying if there’s the slightest difficulty, and in order to succeed, you have to join up with elitist jerks who want “HDPS” or “EXP” or brag about their IL or power and aren’t willing to experiment with things that aren’t considered “BiS” or teach new players how to run the dungeons.
That sounds to me like a good way to let the game die…. which would be quite a shame, given how much effort’s gone into it over the years.
The developer are probably benchmarking healer at BIS level with TOMM. So if healer are overperforming at BIS level in TOMM, that's where the developer get the idea to nerf it. They probably fail to see how healing are performing at non BIS situation.
Lol somebody mention about numbers not warranting spending time and effort on pvp. Let me tell you this, if you want to talk about numbers, compared to other mmo, this games numbers are pitiful. May as well scrap the whole game cos the numbers doesn’t justify the company spending time and effort on this pitiful game if we follow your argument lol.
Comments
Dev1: I placed so much effort into that attack and they simply get a ranger to avoid it, let's nerf Fox's Shift
Dev2: I placed so much effort into that attack and they simply get a ranger to avoid it, lets set it as unavoidable
Why need both? Wasn't first one enough? Pretty sure about that too, purpose was giving parties a different option than stacking 2 griffon debuff or a safer one in case, in other words: if you able to coordinate 6-ish DPSes can avoid to lfm 2 players with that mount or using both options and asking for Halaster dmg increase When current state is allowing two dps classes only to get in new trial they have to find resources for balancing tbf. Adding functionality to a skill without working on animation/etc doesn't look that hard to implement and changes to healing are a proof that balancing change are possible and actually ongoing. You kidding me? Fighter is top tier now!
Jokes aside, those were lazy examples, plenty of better way to implement that. Was just thinking on a way to both restore party synergy and promoting rainbow parties as a meta.
Bastion losing a little magnitude and getting its cost modestly increased won't be a game-breaker. Just means that it can't be spammed with quite as much abandon and that players who haven't yet learned to prioritize channeling divinity during healing-heavy fights will struggle more and/or be forced to slot Divine Glow to compensate.
Healing Word was already not one of my favorite encounters. Giving it a hugely increased radius makes it useful for dealing with moderate room-wide damage on a scattered party, but it retains its disadvantages of being expensive and less efficient in practice than it appears on paper, even with the related feat. Unless players are taking moderate damage continually over time, most of the HoT ticks will be wasted as overheal.
Intercession...well, it still has an absurdly high magnitude. Not sure that the nerf was strictly necessary given the long CD and single-target limitation, but it's still a 1600 magnitude heal that casts instantly and requires no divinity.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Having devs and pr making play with players events, public streams and interviews saying diferent things of what is later implemented ingame is just so..
Mod 16 was about balancing the game and content apparently, but here we are again being adjusted to make content work.
People invest money and time into this game acquiring items based on the builds the devs give us, now it seems that that overpriced digital items has a limited lifespan of a few weeks / months.
Currently on Golem phase of lomm boss 2 a cleric struggles to keep everybody up without running out of divinity, increasing the cost and you are bounced around or pushed so can't generate divinity, increasing the cost means most are going to struggle during that phase.
Also Range currently re forced to play tight to the boss due to combat advantage oversight (the group is healed in one cast) - that changes in the same patch so you are more likely to have to throw out additional heals to compensate for their play style.
If the devs want to do something positive then remove that silly knockback from Sunburst so we can cast at least have 1 AOE spell that doesn't annoy the rest of the group, and also enables us to apply enchantment debuffs if we so wish. Not all of us want to run vorpal!
Regarding the healing nerfs, I support a hundred percent. To those crying about dying in dungeons, learn to play the game! Learn the mechanics and keep out of red zones. To those who cannot take the nerf and wanna quit game, I have this to say, GOOD RIDDANCE!! Don’t let the door hit you on the way out. You will not be missed.
My main disappointment is the lack of boosts/adjustments to the classes that need it and the lack of bug fixes. (Not to mention releasing a product with more bugs than features - spec. mod 16). So instead of working on balance where some classes are truly hamstered or fixing other bugs, a decision to work on another nerf is made instead and then that gets called 'balance'.
Every time I see or hear the word 'balance' coming from a Dev I take it to mean 'the nerfbat is coming'. And that's how it is seen among almost all the people I play this game with.
I'd prefer to see a repeat of the 'Bug Fix October'. That would be very welcome and I believe more welcome than another buggy mod release. It would just be nice to play a class - any class - where the tooltips were accurate and powers worked as intended. But here's a hint: You don't have to wait until October.
I also have to ask why are you continuing to work on PVP? How many people are playing PVP? What percentage of the active (actually playing - not just logging in and invoking) player base is PVP? Does it warrant the time and energy needed to actually get it right? Is the time and energy that is needed to work on PVP worth letting the existing PVE content continue to be buggy, inconsistent and in some cases completely worthless? I don't think so, but I don't have the numbers to do an exact analysis. I can only go by what I see in game, in our alliance and here on the forums. And the numbers I see don't warrant any effort towards PVP.
That's just my opinion and observations.
Guild: Ruathym Corsairs
I like the nerfs to healing. I was carrying too much so many squishy players (with demongorgon, barovian and chult hunt sets, especially) with tons of butterfly golems and having to tank eletric golems while healing in the second boss, because tankers were generally just not keeping aggro there.
Intercession was just overhealing anyone with no need of incoming healing. Now people will need some incoming healing, it will be useful, thats nice.
It is giving sone usefulness to other things, thats nice.
I hope more armor and weapon enchantments get useful to use.
One thing that might be nice to make dps vary the weapon enchantments is to create some part with lots of tankish mobs that must be killed fast. This would make things like Lightning, plaguefire, etc enchantments, death slaad companion etc, more useful than vorpal.
Not that this hasn't been beaten to death in other recent threads, but if players consistently hang out in the way back for no reason, they're responsible for themselves. If they want to play well and coordinate better with party positioning, they'll naturally get more healing.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
> You are missing the point, cleric and paladins heal too well, especially with crit heals becoming more common. The divinity resource management became a non issue ….
>
> As I said earlier, critical heals just make the healing more volatile, which means success is more a matter of luck than skill.
>
> And how do you define “too well”? No healer will be stressed in a LOMM run with 24k ‘toons – is that “too well”? That same healer will have a much harder time (and probably find it impossible) in the same dungeon with 20.1k toons, or ‘toons that aren’t well-balanced. Is that still “too well” and is your divinity management still so easy?
>
> And what if you have a crappy tank who can’t keep the mobs off of you? Are you going to be able to heal “too well” then?
>
> What all this leads to is that pug-dungeon runs (i.e., random queues, one of the two central ways to access the game content) fail more often than they succeed, players drop out without even trying if there’s the slightest difficulty, and in order to succeed, you have to join up with elitist jerks who want “HDPS” or “EXP” or brag about their IL or power and aren’t willing to experiment with things that aren’t considered “BiS” or teach new players how to run the dungeons.
>
> That sounds to me like a good way to let the game die…. which would be quite a shame, given how much effort’s gone into it over the years.
That healer would still have no problem healing an undergeared group. Provided they don't get vollied. There would be less HP to heal, it doesn't change the fact they can keep spamming bastion of health without worrying about divinity, and if they do get aggro, they can easily tank it, maybe even better than said crappy tank. The healer can do its job, maybe even get the party to a point further than the barely geared group would have normally gotten too before their lack of ability to do their job/role causes the run to fail. No amount of healing can get ungeared players through Acturia when they can kill mimics and you end up with a swarm of golems that can just collectively down a player. That just isn't on the healer at all.
Most clerics, once they have learned how to effectively play their character, get bored with the class, due to the lack of engagement required, or any real need to pay attention. That right there is just not healthy.
When u are staying that far back, u are responsible for your own HP. If u are not capable of self sustain your own health, then don't stray that far behind. When I play my archer, ironically, I usually hang pretty far back from the group. Although I don't ask for heals from healer. I usually keep myself from harms way. If I want heals, I'll just go near the tank because I know that's where the all the heal are usually spam. I never kite mob around either. That's one way to kill your group. If I got the aggro, I bring the mob near the tank so he could take it back.
but worst than that, they take time to balance two single powers of a class that already dont have problems. that means, in this week, instead to work on some real demand of balance, you have a HAMSTER wasting time thinking about how fair is the diference between two powers of a top class.
> Perhaps I’m missing something, not having played this as yet, but it sounds like this is shaping up to be another Castle Ravenloft, where there’s no way to avoid dying, and trying to actually finish it just eats scrolls.
>
> …. with the difference that scrolls now give revive sickness, so even if you want to use them up, they’ll be no way to finish it.
>
>
> You can beat Castle Ravenloft without even dying at all and it isn't even difficult. If you struggle with CR you won't get past the first phase of ToMM.
>
> Well, that’s the point, isn’t it?
>
> Your average RAQ (previously REQ) group just leaves CR as soon as they can. The one time I was in a RAQ group that actually tried it – not because they thought they could complete it, but because they didn’t know any better -- they all gave up at the last boss anyway. Either way, often someone takes the leaver penalty, which means they don’t play a dungeon that day (not everyone has all day to wait …). Or some jerk signposts out to try to force someone else to take the penalty.
>
> And don’t start talking to me about “end-game.” That’s stupidly elitist in the first place; but also the other dungeons in the same level queue are not nearly as impossible to complete (scaling gyrations aside).
>
> (Though in some, like FBI/Drufi and MSP/Nostura, people have started to take it for granted that they’re going to have to use a scroll to get through the “big kill” mechanic, and plan in advance to play the boss that way. But I digress….)
>
> Most of us don’t care who completes the latest dungeon first on preview, and have no aspiration to do such a thing; and likewise we don’t have thousands of dollars to drop into making dungeons like CR not “even difficult.” We just want to be able to queue for a dungeon run with a reasonable expectation of finishing it. Even though most people have crappy builds, no skill, and don’t even speak enough English to take advice.
>
> As I heard someone put it, “The way this game is now, you can’t compensate for other people being crappy, by being awesome.”
>
> So like I said, and you confirmed right there, it looks like TOMM is shaping up to be another CR.
acutally i did a pug CR today, i qued with a friend of mine, me on my 20k CW and she on her newly made OP (I think about 19k) as a healer, we got another CW, a tank op, and a warlock all between 19-22k GS.
It took us about 40 min, but we finished it without wiping once, and we also werent close to wiping at any point.
Both of those dps chars were dealing less then half my CW did, so they didnt play very well, but they understood the mechanics and besides some bugs (like the 1st sister not respecting aggro from the tank) we had a fun time.
I know that many ppl just leave once they see CR, but sadly most ppl dont even care about learing the mechanics of any dungeon, because once u did that it becomes doable with almost all groups.
So let me ask u this, if those ppl dont even bother to learn a new dungeon or put any effort into it, why should the devs release content for them? If they dont give a <font color="orange">HAMSTER</font> about what they are running and what they are doing, why should they care about new content? Every dungeon must feel exactly the same for them.
Born of Black Wind: SW Level 80