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Official M19: Healing Adjustments

asterdahlasterdahl Member, Cryptic Developer Posts: 1,255 Cryptic Developer
Since the launch of Module 16, we have been collecting your feedback and observing how the new healing paradigm has been playing out. With Module 19 we are making a number of adjustments to healing in general and the three healing paragon paths in order to address problem areas, improve the amount of viable power choices, create more of a distinction between single target vs group healing, and facilitate more engaging moment-to-moment gameplay. Channeling divinity or casting essence drain is just not fun, so we are doing away with all 3 healer paragon path's existing class mechanics. Natural resource regeneration will be increased to compensate for this change, amounting to about 50% of the current value of holding down channel divinity or essence drain at all times. This change will allow healers more time to attack with at-wills and allow for more mobility in combat. Each healer will receive a new class mechanic that focuses on marking and healing an explicit target with a powerful heal. The full details of each paragon path's new class mechanics can be found below.

Healing is general has been too easy for well geared groups/healers; in particular group healing is simply too resource efficient for teams that manage to stay in close proximity. There hasn't really been a distinction between between focused healing on a tank or other ally and healing the group as a whole. If group members are making mistakes and getting hit with unnecessary damage, it's not really taxing the healer at all in most cases. Some of the major changes we are making to address this is that each paragon path's major area targeted heal (bastion of health, divine touch, etc.) have had their magnitudes increased, but are now split among the number of targets healed. Meanwhile, at-will heals have been made much, much better, and the new class mechanic for each class provides a high efficiency single target heal. This is a big change, so please take some time to become acquainted with it, we believe there are more valid choices when selecting your spells now. Healing should feel more dynamic, with more opportunities for meaningful choices in combat.

Addressing the major divide that exists between well geared healers/groups and players with more modest loadouts is one of our goals with the healing adjustments. To be clear, we don't want to eliminate the divide between well geared and average geared healers. We simply want that difference to be more along the lines of the differences selecting the right equipment make for a DPS or a tank. Right now, the gap between a healer who utilizes +healing% gear to its maximum potential and a healer that does not is staggering.

With these changes we aim to curtail the methods of increasing healing potential that we believe had gotten out of control. The major contributing factors to the disparity that existed between healers was the fact that critical healing was simply too strong and that healing bonuses on various passive abilities, like those on companion powers, were too powerful when compared with their item level; often dozens of times more powerful than simply increasing your power in the same slot. To address these issues, the critical severity on healing has been reduced to 50%, down from 100%. In addition, various sources of outgoing and incoming healing are being reduced to be more reasonable. These bonuses will still be better than an equivalent amount of power for the item level, but will be much closer.

Finally, we believe that the Warlock's Soulweaver paragon path was too wildly different from the Devout and Oathkeeper, making it hard to compete in some cases and significantly better in other areas. We also felt that their kit lacked a lot of meaningful choices, with many mechanics like curse feeling abandoned and out of place when choosing the Soulweaver path. As such, we've made some significant changes so that they are more comparable to the other healers, while focusing on ensuring that they still have a unique playstyle and flavor that sets them apart. The full list of changes for the Soulweaver path can be found below, but some of the major changes include: changing their resource pull to function more like divinity, moving the curse and soul puppet class mechanics from the base Warlock to Hellbringer; adding a new lifespark pet that assists with healing, a new feat choice that allows you to choose between focusing on providing heal over time or temporary hit points, and the rework and rearrangement of various powers.

There's a lot of changes to take in, but we hope you'll keep an open mind and try them out. As always, we will be paying close attention to your feedback!

Devout Adjustments

The following adjustments will be made to Devout in accordance with the goals and solutions listed above.

Mechanics

Channel Divinity
  • After choosing the Devout paragon path, Channel Divinity no longer restores divinity over time.
  • Instead, Channel Divinity now has two functions:
    • Tap briefly to activate Mark of Divinity.
    • Hold down and release to activate Light of Divinity.
    Mark of Divinity
    • Bestow a nearby party member with Mark of Divinity. This mark is only visible to you and increases the effect of your healing on the target by 5%. The effect remains until you or the marked target move more than 100' from one another.
    Light of Divinity
    • Holding down Channel Divinity will heal the party member affected by your Mark of Divinity. The magnitude and cost of the heal increase the longer you hold down Channel Divinity, up to a maximum of 3000 magnitude for 200 divinity at 2.5s. You may continue to hold down Channel Divinity for longer to store the heal, but the effect will not increase.
Righteousness
  • In addition to its existing effects, righteousness now increases divinity regeneration rate. This increase is significant, and is equivalent to half the divinity regeneration rate increase that was previously granted by holding down Channel Divinity.

At-Wills

Soothe
  • Magnitude increased to 500, up from 50.
  • Divinity cost increased to 30, up from 10.

Encounters

Bastion of Health
  • Magnitude increased to 2200, up from 700.
  • Healing is now divided among the number of players healed.
  • Magnitude cannot be divide more than 5 times, i.e. has a floor of 440.
  • Divinity cost increased to 200, up from 100.
Healing Word
  • Magnitude of heal over time increased to 300, up from 250.
  • Duration of heal over time reduced to 18s, from 21s.
  • Divinity cost increased to 280, up from 240.
Intercession
  • Magnitude increased to 1800, up from 1600.
Cleansing Light
  • Magnitude decreased to 300, down from 400.
  • Divinity cost increased to 150, up from 100.

Feats

Rhythm of the Heavens
  • In accordance with the changes to Channel Divinity, this feat has been completely reworked and is now called "Cycle of Prayer."
  • Cycle of Prayer increases divinity regeneration rate every 3 seconds. This effect stacks up to 4 times and is reset whenever any action consumes divinity.
Battle Prayer
  • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
  • The effect of Battle Prayer now reduces the cast time of your next Light of Divinity by 2s and decreases the divinity cost by 50.
  • The duration of Battle Prayer has been extended to 12s, up from 6s.
Persistent Guardian
  • Magnitude of heals increased to 600, up from 500.
  • Guardian may now cast 6 heals before dissipating, up from 5.
Light of Devotion
  • In accordance with the changes to Channel Divinity, this feat has been completely reworked and is now called "Gathering Light."
  • Gathering Light extends the cast time of Channel Divinity to 3s, and holding it to its full cast time now casts Gathering Light, healing the party member affected by Mark of Divinity and nearby party members for a heal of 1000 magnitude.
  • Light of Divinity may still be cast by releasing Channel Divinity before 3s.
Angel of Life
  • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
  • Angel of Life grants the effect of Angel of Life Ready which extends the cast time of Channel Divinity to 4s. Holding Channel Divinity to its full cast time now immediately activates Angel of Life, allowing the casting of healing spells without a divinity cost. The duration remains 12s.
  • You may only activate Angel of Life once every 180s, between uses, Channel Divinity functions like normal.
  • Light of Divinity may still be cast while Angel of Life Ready is in effect by releasing Channel Divinity before 4s.

Oathkeeper Adjustments

The following adjustments will be made to Oathkeeper in accordance with the goals and solutions listed above.

Mechanics

Channel Divinity
  • After choosing the Oathkeeper paragon path, Channel Divinity no longer restores divinity over time.
  • Instead, Channel Divinity now has two functions:
    • Tap briefly to activate Aura of Divinity.
    • Hold down and release to activate Hand of Divinity.
    Mark of Divinity
    • Bestow a nearby party member with Aura of Divinity. This creates a mark on the target only visible to you and increases the effectiveness of your auras on the target. The effect among your party members and the effect remains until you or the marked target move more than 100' from one another.
    Hand of Divinity
    • Holding down Channel Divinity will heal the party member affected by your Aura of Divinity. The magnitude and cost of the heal increase the longer you hold down Channel Divinity, up to a maximum of 1500 magnitude for 200 divinity at 2.5s. You may continue to hold down Channel Divinity for longer to store the heal, but the effect will not increase.
    • Hand of Divinity applies a divine barrier, like other Oathkeeper healing spells, creating a shield equal to the value of the heal.
Oath of Devotion
  • In addition to its existing effects, Oath of Devotion now increases divinity regeneration rate. This increase is significant, and is equivalent to half the divinity regeneration rate increase that was previously granted by holding down Channel Divinity.

At-Wills

Cure Wounds
  • Magnitude increased to 500, up from 50.
  • Divinity cost increased to 30, up from 10.

Encounters

Divine Touch
  • Magnitude increased to 1000, up from 350.
  • Healing is now divided among the number of players healed.
  • Magnitude cannot be divide more than 5 times, i.e. has a floor of 200.
  • Divinity cost increased to 200, up from 100.
Divine Shelter
  • Magnitude increased to 450, up from 400.
  • Divinity cost increased to 220, up from 180.
Bond of Virtue
  • Now transfers 50% of healing, down from 100%.
Cleansing Touch
  • Magnitude increased to 300, up from 200.
  • Divinity cost decreased to 40, down from 50.

Feats

Critical Touch
  • Now only triggers on casting a heal.
  • Now also grants automatic critical to divine shelter.
Sheltered Healing
  • Grants a 150 magnitude bonus to cure wounds cast on a shielded target, up from 50.
Prayer of Opportunity
  • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
  • Prayer of Opportunity now has a 20% chance to activate on any encounter that costs divinity, reducing the divinity cost of your next Hand of Divinity to 0. This effect lasts 12s.
Divine Focus
  • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
  • Divine Focus has been renamed "Battle Focus."
  • Battle Focus increases your divinity regeneration for 6s whenever you damage an enemy.

Soulweaver Adjustments

The following adjustments will be made to Soulweaver in accordance with the goals and solutions listed above.

Class Mechanics

  • Curse has been moved to the Hellbringer paragon path.
  • Soul Puppet will be moved to the Hellbringer paragon path.
  • Upon choosing the Soulweaver paragon path, warlocks now gain the class mechanic "Soul Manipulation."
    • Soul Manipulation replaces the soul spark resource with a soulweave resource. Soulweave is a pool that works more like the paladin and cleric's divinity. It has a maximum value of 1000 and regenerates passively in and out of combat.
    • Soul Manipulation also reduces the threat generated by the warlock's healing spells.
  • Soulweaver also gains the "Lifespark" class mechanic which summons a companion to your side that automatically heals wounded party members with a spell "Inspirit."
    • Inspirit heals for a magnitude of 100, has a 0.5s cast time and a 2.5s cooldown time.
  • The class power "Essence Drain" has been replaced with "Command Lifespark."
    • Passive soulweave regeneration is substantially higher than soul spark regeneration was for Soulweaver before these changes.
    • Command Lifespark has two functions:
      • Tap briefly to activate Lifemark.
      • Hold down to channel Lifepact.
    • Lifemark
      • Bestow a nearby party member with Lifemark. This mark is only visible to you and your lifespark will now focus on healing the marked target before other party members. The effect remains until you or the marked target move more than 100' from one another.
    • Lifepact
      • Holding down Command Lifespark will force your lifespark to cast Lifepact on the party member currently affected by your lifemark, healing them for 1000 magnitude every second at a cost of 60 soulweave.
  • All spells which cost soulweave now have a 0.5s cooldown.
  • Soul Defiler has been removed.

At-Wills

Soul Reconstruction
  • Healing magnitude has increased to 500, up from 200.
  • There is no longer a charge up time until the healing effect begins when channeling this spell.
  • There is now a 1 second cooldown on this spell that cannot be reduced.
  • This spell no longer heals oneself when targeting an ally; however, it is now possible to use Soul Reconstruction on yourself when you have no target.
  • This spell costs 30 soulweave a second when channeling.
Essence Defiler
  • This power has been removed and replaced with "Infernal Barrier."
  • Grants the target or self a barrier that absorbs damage equivalent to a 450 magnitude heal for 20 seconds.
  • This spell costs 20 soulweave.

Encounters

Arms of Hadar
  • Resolved an issue wherein Arms of Hadar would sometimes not hit the expected area if one's camera was facing up or down at an extreme angle.
  • Resolved an issue wherein Arms of Hadar would sometimes not hit the expected area if one was rotating while casting the power.
  • Arms of Hadar is now a cylinder instead of a cone. The general width and length of the damage area is generally the same, but the tooltip will now specify a radius rather than an arc.
Shatter Spark
  • Reworked into "Revitalize."
  • Revitalize is a targeted area rather than a radius around the caster.
  • Magnitude increased to 1500, up from 400.
  • Healing is now divided among the number of players healed.
  • Magnitude cannot be divide more than 5 times, i.e. has a floor of 300.
  • Costs 200 soulweave.
Vampiric Embrace
  • For base/hellbringer:
    • Healing increased to 100% of damage absorbed as hit points, up from 50%, and no longer caps (without any indication) at 20% of the caster's maximum hit points.
    • Curse consume now doubles the amount of hit points absorbed, instead of adding temporary hit points.
  • For soulweaver:
    • For soulweaver only: now costs 200 soulweave, and has no cooldown.
    • For soulweaver only: now heals nearby party members as well.
Curse Bite is moved to Hellbringer to coincide with the change to curse.
Hadar's Grasp is now available to all Warlocks.
Blade of Vanquished Armies
  • You may now target other players with blades of vanquished armies.
  • Reduces target's damage taken by 5% instead of adding deflect.
Pillar of Power
  • No longer provides a heal over time of 20 magnitude.
  • Now grants 5% increased damage, 5% increased outgoing healing, and decreases damage taken by 5% for all allies within.
  • Recharge time increased to 25s, up from 15s.
Wraith's Shadow
  • No longer deals damage over time, deals 380 magnitude damage immediately.
  • No longer applies a heal over time to nearby allies.
  • Now slows the target for 6s.
  • Now decreases the target's damage dealt by 5% for 6 seconds.
Harrowstorm
  • This power has been reworked into "Soulstorm."
  • No longer deals damage.
  • It is no longer possible to have more than one storm active at once, summoned storms will disappear if the spell is recast.
  • Heal magnitude increased to 500, up from 200. (Heals 3 times for 500, over 6s.)
  • Costs 220 soulweave.
Warlock's Bargain
  • No longer deals damage to self.
  • Now sacrifices soul spark, it will disappear for the duration of this spell's effect. (10s)
  • No longer heals nearby allies for 200.
  • Now restores some soulweave.
  • Now increases outgoing healing by 10%.
  • No longer costs soulweave, but instead has a cooldown.

Dailies

Accursed Souls
  • Accursed Souls has been renamed "Soul Siphon."
  • The functionality of this daily is unchanged for Hellbringer Warlocks.
  • This daily now clearly states that it delivers a twofold attack, for a total of 900 magnitude damage.
  • The effect of summoning a soul puppet and applying curse is now added to this daily when choosing Hellbringer paragon path.
  • Upon choosing the Soulweaver paragon path, this attack loses it second hit, reducing the damage to 450 magnitude but now heals self and nearby party members for 800 magnitude.
Brood of Hadar
  • Brood of Hadar once again summons shadow imps, as it had before Module 16.
  • Imps summoned by Brood of Hadar no longer occasionally use attacks other than "Brood of Hadar's Bite."
  • The duration and number of shadow imps summoned by Brood of Hadar is now explicitly stated in the tooltip.
  • Brood of Hadar has always stunned the target for 2s, it now states that it does so in its tooltip.
  • The duration of the stun was increased to 3s, up from 2s.
  • The 4s slow effect was removed.
  • The magnitude of the damage dealt to targets adjacent to the primary target is now stated explicitly. (The damage itself has not changed.)
Tyrannical Curse
  • This power is now only available to Hellbringer Warlocks, it has switched places with Flames of Phlegethos.
Flames of Phlegethos
  • This power is now available to the base Warlock, it has switched places with Tyrannical Curse.
  • The tooltip of Flames of Phlegethos has been updated to explicitly state the amount of damage dealt to enemies near the target, rather than stating a percentage.
Immolation Spirits
  • This power has been replaced with "Soul Barrier."
  • Soul Barrier orders your lifespark to create a barrier around itself, reducing the damage allies within take by 10%. It also grants a heal over time effect of 200 magnitude. Both effects last 12 seconds. Each heal grants an infernal barrier on the affected ally, absorbing damage equal to the amount of hit points restored.

Feats

Feats have been heavily reworked, as such, this section is written as if this is a list of entirely new powers. Note that some feats may share names or feature functionality similar to a previous incarnation.

Tier 1
  • Essence of Power
    • Whenever you deal damage to an enemy increases soulweave regeneration rate. Duration: 6s
  • Essence of Time
    • Increases soulweave regeneration rate every 3 seconds. This effect may stack up to four times. Effect is reset whenever an action consumes soulweave.
Tier 2
  • Focused Spark
    • Casting soul reconstruction on a target makes them take an additional 100 magnitude heal from inspirit and forces your lifespark to target them with heals for the duration. Duration: 6s.
  • Soul Reclamation
    • When your soulweave is below 30%, your lifespark will stop casting inspirit and instead channel soul reclamation on you, increasing your soulweave regeneration.
Tier 3
  • Oversoul
    • Increases your damage dealt by up to 10% the higher your soulweave.
  • Soultheft
    • Whenever you are struck, regain some soulweave. 10s ICD.
Tier 4
  • Bright Spark
    • Whenever you use a daily, your lifespark's inspirit heals are increased by 300 magnitude for 12s.
  • From the Brink
    • Increases your healing by 15% when targeting allies with less than 25% hp.
Tier 5
  • Feypact
    • Revitalize, soulstorm, and inspirt now bestow a heal over time effect.
    • Revitalize: 900 mag/12s (magnitude is divide among healed targets, similar to the main heal of revitalize)
    • Soulstorm: 400 mag/12s
    • Inspirit: 200 mag/12s
  • Hellpact
    • Revitalize, soulstorm, and inspirt now bestow an infernal barrier on the target which absorbs damage.
    • Revitalize: 50% of the amount healed
    • Soulstorm: 50% of the amount healed
    • Inspirit: 100% of the amount healed, *does not apply if the target is already affected by an infernal barrier or divine barrier.

Class Features

Class features have been heavily reworked, as such, this section is written as if this is a list of entirely new powers. Note that some class features may share names or feature functionality similar to a previous incarnation.

Warlock
  • The unlock order of certain class features has been changed to support overall adjustments.
  • Dark Prayers
    • In correspondence with the adjustment to curse and soul puppet mechanics, Dark Prayers is now a Hellbringer feat.
  • All-Consuming Curse
    • In correspondence with the adjustment to the curse mechanic, All-Consuming Curse is now a Hellbringer feat.
Hellbringer
  • The unlock order of certain class features has been changed to support overall adjustments.
  • Flames of Empowerment
    • This class feature is now available to the base warlock class.
  • Dust to Dust
    • This class feature is now available to the base warlock class.
Soulweaver
  • All soulweaver class features have been reworked and replaced.
  • Soulbond
    • Whenever an ally within 30' is below 50% health, they are healed for 300 magnitude. 10s ICD.
  • Souleater
    • Deal additional necrotic damage after most attacks. 20 magnitude, drains 10 soulweave.
  • Swift Command
    • Allows movement at a reduced speed when channeling Command Lifespark.
  • Borrowed Spirit
    • Whenever you are healed by anyone other than yourself, regain some soulweave. 10s ICD.
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Comments

  • asterdahlasterdahl Member, Cryptic Developer Posts: 1,255 Cryptic Developer
    edited May 25
    As always, we're looking for both bug reports, and any feedback you may have. Thank you!

    Formatting Your Feedback and Bugs

    For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!

    Type: Bug/Feedback (Please only choose one)
    If you are listing a bug please have this text in RED, if you are posting an opinion or feedback please use CYAN. If you are replying to another user's post, asking a question, or just engaging in general discussion, please do not color your posts, general discussion is welcome and we will read all of it, regardless of color! You can use BBCode to color your text:

    This text will display in cyan.
    This text will display in red.


    Examples:
    Bug: I can't cast Blades of Vanquished Armies on party members despite the tooltip description.

    Feedback: I preferred the old version of Pillar of Power.
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,303 Arc User
    Will there be any changes to Bastion of Health or channel divinity on the Arbiter side? It seems a bit odd that channel divinity was altered for Devout but nothing was changed for Arbiter. Would be nice to see some of the changes for Bastion apply to the Arbiter side as well, so they can be a spot healer if need be.
  • rickcase276rickcase276 Member, NW M9 Playtest Posts: 1,303 Arc User
    edited May 25
    Personally I would rather they remove it too from Arbiter, and channel divinity(and change tab back to a damage modifier). The only time I use Bastion is during Hellpit week 3, but was just curious only.
  • masterjr#2077 masterjr Member Posts: 3 Arc User
    edited May 30
    Pally divine touch is now split with the party as the new standard however it is also counting non augment companions as a person and any npc that has health within the circle.

    Also the battle focus feat not working properly.

    If you die and get rez there is a strong chance that you won't regenerate divinity and your heals will take the divinity but the heal comes up with a 0 instead of any type of heal. This last for about one minute and I don't know if last longer since we all die since we don't get healed
    Post edited by masterjr#2077 on
  • redhawk321#6379 redhawk321 Member Posts: 84 Arc User
    Well

    ..these sweeping changes?

    were made to make "normal" geared healers still mostly useful.
    That´s how I understand it and why the magnitudes of ALL the heals are so ginormous now.

    So it´s not THAT much of a nerf to the comps, I think.
    Too lazy to do the math, quite frankly. As I´m not even close to these super-duper comps that seem to have been a MUST before, so you were actually able to BE a healer.

  • ron#1747 ron Member Posts: 79 Arc User
    Why would us paladins need a healing spell while soloing? I think that you should add a class mechanic that turns channel divinity back to it's original purpose of channeling divinity when there are no party members nearby (like the class feature that gives us 5% more damage while soloing). If you want more people to play support classes, then please make soloing less of a hell for us
  • drago#3250 drago Member Posts: 49 Arc User
    Feedback: Even though it doesn't seem to bother most people, it is true. The justicar was able to heal in a more meaningful way than is now the case. Now the Oathkeeper just presses the right mouse button and it is faster, stronger and 10 times cheaper than what the Justicar can do with an encounter. This basic incision makes the Justicar a second warrior. He doesn't do what you can expect from a Paladin anymore. Because he can no longer do it. The possibilities that are still offered are so bad that it is silly.
    Nobody expects an archer to suddenly become a magician as a counterexample. And so a paladin through the back door should not suddenly become a warrior.
    I expect changes: Either the Justicar's abilities are adjusted to still have meaning. Or we get a DPS loadout now. You are welcome to play this "Paladin" Justicar or the Healer yourself.
    I'm just fighting to keep my current playing style. There's a lot of energy in this character. If nothing happens, I'm out for good. In other games there are real Paladin Tanks.
  • arazith07arazith07 Member, NW M9 Playtest Posts: 591 Arc User

    asterdahl said:


    [...] and that healing bonuses on various passive abilities, like those on companion powers, were too powerful when compared with their item level; often dozens of times more powerful than simply increasing your power in the same slot. To address these issues, the critical severity on healing has been reduced to 50%, down from 100%. In addition, various sources of outgoing and incoming healing are being reduced to be more reasonable. These bonuses will still be better than an equivalent amount of power for the item level, but will be much closer.

    Could you explain that better? Honestly, as a healer cleric, I'm fine with the incoming and outgoing healing nerf. The only problem I see is that, if the math formula for healing stays the same (aside for critical severity halved) +1000 power is equal to +1% outgoing healing.

    Now, in Mod18, companions that give (at legendary) +10% outgoing healing are BiS because it's equal to +10.000 power.

    In Mod19, that same companion give (at legendary) +3% outcoing healing, equal to +3000 power.

    But then, there are companions that give (at legendary) +4000 power and more. So outgoing healing companions are not BiS anymore (so A LOT of AD wasted)? And, honestly, what the point in ther existance if not even healers take them?
    Nerf them, but make them stay BiS, until something better comes out from new content.

    So is there a change in how the healing is calculated (aside magnitude increase and critical severity halved)?

    You have to remember that just like Damage% and power, Outgoing Healing and power do not increase linearly as you gain power. As stated above, the more power you add, the less you get from adding power. This is why %damage gear (or %outgoing healing stuff) tend to be a better stat than power. The higher power you have, the more benefit you gain from %outgoing healing.
  • hastati96hastati96 Member Posts: 340 Arc User
    edited May 25

    Divine Touch is in a bad state


    In the current state Divine Touch has no use as an AoE heal compared to Divine Shelter. In group content it is sure that it heals less than Divine Shelter and Divine Shelter does a much better job in getting the heal to everyone (due to its 4x more radius).
    Divine Touch becomes worse than Divine Shelter if it hits 3 targets. Especially in trials there is no chance that Divine Touch will be used because it hits up to 10 targets. Now Divine Touch is basically a worse version of Divine Shelter.

    As a single target heal Divine Touch is also useless. Cure Wounds now heals for 500 maginutude for 30 Divinity. Divine Touch heals 1000 magnitude for 200 Divinity. No one will cast Divine Touch on a single target because of the huge Divinity waste it is. Furthermore if you want to have a high single target heal a paladin will use Hand of Divinity for 1500 magnitude.

    tl;dr Divine Touch fits in no situation where it can be usefull.

    Nero - Palacetamol - Essence of Aggression
  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 531 Arc User
    I support what others have said about arbiter/ bastion.
    I suggest 2 cases
    1 - to switch places with exaltation. Exaltation now should increase damage by 10% and reduce cooldown down to 12 secs to compensate for its "boost lose" -> Devout doesn't use this for its damage boost but for its heal boost.
    With a tooltip mentioning that upon choosing devout, exaltation now boosts outgoing heal by 10%.
    2 - Upon choosing arbiter, bastion now deals magical damage - not burning or radiant (wouldn't benefit from judgement), rename to something like bastion of power with 600 magnitude damage and 15 CD.

    I will try the new mechanic and see how bad or good it is, however I have always thought that many of devout builds need an urgent rework or a push to make them useful
    My suggestions are

    Class features

    Base
    Soothing prayer
    With these changes, soothing prayer HoT should increase to 40 magnitude at least.

    Hallowed armor
    As we can no tab longer for divinity, we can't benefit from this feature anymore.
    I suggest to grant the bonus by a 10% resistance for 10 secs whenever activating divinity, either by an arbiter or by devout activating mark.

    Pilgrim light

    Shouldn't have a penalty while in a party.

    Expanded faith
    Should increase divinity to 200 at least considering the divinity costs are now higher.

    Devout
    Desperate prayers - rework
    Whevever your divinity drops below 40% of its maximum, you are granted "desperate prayers" which increases your outgoing heals by 20%, desperate prayers no longer functions when divinity passes over 40%.

    Hallowed guide
    Should switch place with desperate prayers.
    Should increase heal by 5% without a cap.

    Overflowing spirit - rework
    When you land a critical heal, you gain overflowing spirit for 10secs, during this time your heals are increased by 15%, 15secs cooldown.

    Feats
    Tier 1
    Repeated blessings
    Should reduce the divinity cost down to 200 and extend the heal for 5 secs.
    Empowered Soothe
    Witht its new boost, the minor 100 magnitude from this isn't necessary.
    Rework - Soothing light
    After using Cleasing light, affected target become immune to negative conditions for 5 secs
    This way devout has 2 considerable options.

    Tier 3
    I Find these 2 feats utterly unnecessary
    My suggestions

    Blessed armaments
    When landing a critical direct heal, you gain a stack of blessed armament, stacking up to 10 times, upon reaching 10 stacks you consume them and restore 500 divinity
    Towering light
    Whenever you heal an ally for 10% of their maximum Hit points, both are granted towering light for 5secs, reducing damage taken by 10%.



  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 531 Arc User
    Feedback

    Both feats rework are bad
    Battle prayer feat paired with gathering light causes a probem, whenever an encounter is used, the healer can't cast gathering light, because the effect of battle prayer remains for light of divinity and its 200 divinity cost, this will suffocate divinity and leaves no timing for desired divinity cosumption while running out of it.
    Additionally, it is harder to gain divinity while in battle, At what moment is righteousness working? cause the divinity regen seems lower and bastion and healing word still consume their exact divinity cost.

    Circle of power gives no chance for a real divinity regeneration, we will aways consume divinity, at will, encounter and now tab, resetting it without benefits at all and out of combat it regenerates fast, but we don't need it to be good out of combat.

  • drago#3250 drago Member Posts: 49 Arc User
    edited May 25
    ancientry said:

    This is gonna sound stupid but neverwinter, at it's core, is a game based on Dungeons and Dragons. If theres one thing I am passionate about, it is how the mechanics coincide with the flavour and the concept of the game.

    Unfortunately I must state that nobody is interested in it. After all, nobody has a problem with the Paladin Tank being just a second warrior. The remaining healing abilities are placeholders. If I use them I get laughed at.

    There is no passion in Lore. There is no passion in lore. There is no passion in lore. There is no passion in lore. It's true.

    I've had enough of this disrespect. I find it ridiculous that no one even thought of adapting the Justicar. I see where this journey is going. If I had wanted to, I would have created a warrior. No, thanks.

    I'll see you in mod 20 or not at all. Who can plan that today? On a template Paladin, mage, hunter or something else: What you can expect apparently doesn't matter here.

    The worst Dungeons and Dragons game I ever played. Unfortunately I have to say that now.

    Have fun with Mod 19.
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