Currently there are no plans to change channel divinity for arbiter which already has its own unique interaction with channel divinity. Generally, the arbiter is not channeling divinity except to convert their judgement gauge into divinity. In regards to bastion of health—since the arbiter's version of bastion of health is currently not divided among the number of targets healed, it is still a fairly decent spot heal. In fact, due to the high rate with which the arbiter can recover divinity, we saw the arbiter doing a lot of very strong healing in our closed testing for this module to the point that we may have to make some adjustments. Please give it a try, I think you'll find the arbiter still a capable spot healer if you choose to be.
i'm just trying random stuff, but if an arbiter cleric can be a capable spot healer, so does a justicar paladin?
we have too many stat to cap to be good tank, that reduce a lot our power making our heals a joke (i tried in IC and i healed for 55k, i have 120k power and stat capped for IC, here i specify, because if someone can do some test and give an answer he know from where my doubt came)
as tanks we shouldn't slot heal, i agreee with this, but the same can be said about arbiter, as a dps he shouldn't need to use heal; so if an arbiter can why we can't? we even have a feat based on divine touch 'if you heal another player, you get healed for 100% of what you healed' that is useless, i can get healed by 55k, i have 800k, enemies deal ~1 mill damage (plus tactical are not bis for dps anymore)
someone started a discussion on this problem (paladin justicar healing less that other tank self healing), if an arbiter with good stat to do his job use a heal -->he heal (it's inefficent, but can be done); if a justicar with good stat to do his job use a heal --> he heal less that a 75 silver potion, and can do it only 3 times, then we need a lot of time to recharge our divinity (with all the problem a empty divinity will give). consider that an arbiter spend like 5 sec to recharge his divinity (2 at-will+0,5sec pray = ~ half divinity back) where a justicar spend an eternity.
is this intended? in which case i'd advise to remove or change the feat on divine touch to make it somehow usefull, like you share heals with the player you healed for x sec (you get healed, they get healed) or they generate aggro for you for x sec or you redirect 50% of the damege taken from them for x sec, you increase your hp by the amount heled for x sec, etc
is this unintended? please fix this so that even us can be spot healer, like increase the magnitude of divine touch (to make it useful increase by a lot, or adjust by increasing maglitude and decreasing divinity cost) or make it a heal over time with a 500 magnitude per second. all this keeping in mind that, as said, a justicar divinity management is a lot harder that an arbiter
Sharp, the point is that one shot damage erase all healing power. We need to evaporate one shot damage in favor of DoT so healing became usefull..... if not, blueshields will be the only way in most contents.... because they PREVENT damage. With heal i can heal only damaged ppl.... and most of the times is useless with one shot mec.....
That is a different problem, although it is (also) a problem. I would resolve it by increasing the frequency of damage, but also lowering its individual values (lots of hits for 100k as opposed to single hit for 1m). I would also add a decay to shields, so they no longer just sit there. After 2 seconds, they would fall off at a rate of 20% of the initial shield/second, so after 7 seconds, no matter what happens, the shield is gone.
This incentivizes timing shields well and not just casting them and then forgetting.
Great solution. Dev, take a look at this one please.
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gabrieldourdenMember, NW M9 PlaytestPosts: 1,212Arc User
Sharp, the point is that one shot damage erase all healing power. We need to evaporate one shot damage in favor of DoT so healing became usefull..... if not, blueshields will be the only way in most contents.... because they PREVENT damage. With heal i can heal only damaged ppl.... and most of the times is useless with one shot mec.....
That is a different problem, although it is (also) a problem. I would resolve it by increasing the frequency of damage, but also lowering its individual values (lots of hits for 100k as opposed to single hit for 1m). I would also add a decay to shields, so they no longer just sit there. After 2 seconds, they would fall off at a rate of 20% of the initial shield/second, so after 7 seconds, no matter what happens, the shield is gone.
This incentivizes timing shields well and not just casting them and then forgetting.
Great solution. Dev, take a look at this one please.
One-shotting damage is indeed an issue for all healers and also for DPS as soon as they experience some lag. Honestly, lifesteal aside, I think that the game as it was in the beginning, with smaller hits from monsters (and more frequent due to the number of monsters at the time) was better than what we have today. Healers had to time their heals and focus differently on tank and DPS but there was time to do things and always something to do so healers were busy all the time. At the same time DPS were not immediately punished with a death sentence if they lagged for a second or if rubberbanded into damage areas as it often happens.
Le-Shan: HR level 80 (main)
Born of Black Wind: SW Level 80
Ultimately the devs need to decide if the game will be one of damage prevention or reactive healing. Then the content needs to be reworked again to favor whichever they choose. As it is now we are in the middle and content is favoring damage prevention once again.
Froger - Barbarian - Original Main - The Freak Core - Xbone Jade - Cleric - Healer Main - The Freak Core - Xbone Magnus - Fighter - Tank for queues - The Freak Core - Xbone Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
The new mod date is set which means you are done making changes, but THE SHIELD HAS TO BE ADDRESSED. This is already 18 months since you created this problem. Waiting until the next mod to make more changes will put it at 2 years. 2 years of game breaking play. You are repeating the mistakes of the past, the RECENT past. Just step back and look at what it's doing to the game instead of looking at it as your baby who has to be special. You admitted that the legendary Swift Golden Lion was overpowered and the shield needed to be small and limited because being able to use it every 60 seconds was overpowered and was affecting the play of the game, and it wasn't even as good as a Pallyheal shield. You reduced the golden lion shield to practically nothing, and it's only usable every 60 seconds. So I know that you are not blind to this. You were able to see and say the exact same thing about the lion that we're seeing and saying here. YOU were the one that made the argument it was too good to people who were impacted by the change to the mount power. Look at your own judgement. You recognized and knew it then. I'm sure you know it now.
It's been 12 days since @asterdahl, or any other Dev has been in this thread to respond or even acknowledge our concerns, the bugs, or the changes that we'd like the see. Oh, I understand that's "situation normal".. But now... we have a launch date. Less than three weeks ago. New content, that will likely be broken on release, because it's being rushed out the door. Once again, nothing learned. They promised us they would change after mod 16, they promised they would listen.
Soulweaver: BUG: HoT from Soulstorm is giving much less healing than 400mg (I belive it is around 200mg because it gives a little bit more than inspirit).
Soulstorm lost its green cloud so now its looks like a greenish almost invisible tornado. It’s hard to see where it is even for a caster.
Changing any power (encounters, at wills, class features, Daily) have a 10s cooldown (or this is intened?)
All of warlocks new healing powers have no effect on procking set power from mighty weapon set (when you score a critical hit there is a chance that you will be granted…). Now the only way to proc them is using at will or Blades of Vanquished Armies. Before we also had Harrowstorm or our Tab mechanic. It’s almost impossible to have 5 stacks now. I understand that most of healers will now use the lionheart set or set from new trial, but not all healers are geared enough to acquire them and mighty set was a good alternative.
FEEDBACK: Can we get back Life Bind instead of useless Oversoul, it was a distinctive feature of warlock and now it’s gone. I also don’t understand why Soulstorm is not damaging enemies now and the whole idea of removing curse and curse bite from soulweaver. It was almost only way to deal damage on soulweaver and since we are supposed to also deal damage during fights it would be good idea to leave it as it was.
I preferred the old version of Pillar of Power. Why cooldown is so long?
I like the change in Souls Siphon daily, but the Soul Barrier is again useless, not only it will override Paladins shields for a laughable amount but also healing over time is worse than in encounter powers if we choose Feypact. It is daily power, it suppose to be useful tool that is better than encounters and is used in tough situations (I would suggest raise it to 400mg). I would also suggest to raise the magnitude of healing in Soul Pact, because now 500 is much less than it used to be since the nerf on outgoing/incoming healing and crit severity). Warlocks still lack good Daily.
When we choose between 5 Tier feats, it would be cool to actually change the colors of our encounter to red/pinkish on Hellpact (like the change of the soulspark companion color) and green on Feypact
Personally I don’t like the changes on warlock, its uniqueness was its strengths and now we are only sad hybrid of paladin and cleric. But I understand that we don’t get any changes in that regard because the launch of new module is set now.
Soulweaver: BUG: HoT from Soulstorm is giving much less healing than 400mg (I belive it is around 200mg because it gives a little bit more than inspirit).
Soulstorm lost its green cloud so now its looks like a greenish almost invisible tornado. It’s hard to see where it is even for a caster.
Changing any power (encounters, at wills, class features, Daily) have a 10s cooldown (or this is intened?)
All of warlocks new healing powers have no effect on procking set power from mighty weapon set (when you score a critical hit there is a chance that you will be granted…). Now the only way to proc them is using at will or Blades of Vanquished Armies. Before we also had Harrowstorm or our Tab mechanic. It’s almost impossible to have 5 stacks now. I understand that most of healers will now use the lionheart set or set from new trial, but not all healers are geared enough to acquire them and mighty set was a good alternative.
FEEDBACK: Can we get back Life Bind instead of useless Oversoul, it was a distinctive feature of warlock and now it’s gone. I also don’t understand why Soulstorm is not damaging enemies now and the whole idea of removing curse and curse bite from soulweaver. It was almost only way to deal damage on soulweaver and since we are supposed to also deal damage during fights it would be good idea to leave it as it was.
I preferred the old version of Pillar of Power. Why cooldown is so long?
I like the change in Souls Siphon daily, but the Soul Barrier is again useless, not only it will override Paladins shields for a laughable amount but also healing over time is worse than in encounter powers if we choose Feypact. It is daily power, it suppose to be useful tool that is better than encounters and is used in tough situations (I would suggest raise it to 400mg). I would also suggest to raise the magnitude of healing in Soul Pact, because now 500 is much less than it used to be since the nerf on outgoing/incoming healing and crit severity). Warlocks still lack good Daily.
When we choose between 5 Tier feats, it would be cool to actually change the colors of our encounter to red/pinkish on Hellpact (like the change of the soulspark companion color) and green on Feypact
Personally I don’t like the changes on warlock, its uniqueness was its strengths and now we are only sad hybrid of paladin and cleric. But I understand that we don’t get any changes in that regard because the launch of new module is set now.
"Changing any power (encounters, at wills, class features, Daily) have a 10s cooldown (or this is intened?)"
Yes this is WAI. Can't help with anything else. Sorry.
The 10s times cooldown ON power changes, I believe is WAI, I believe on preview, and on live for those with no VIP. (I had no VIP for a few days, and experienced this, but don't experience it usually with VIP)
Due to the date already set i ll just provide short feedback on the paladin healer: Overall healing and barriering is less fun in mod 19. This stems from
The loss of control to regain significant amounts of divinity in short times. In general i agree that channeling divinity in past mods was not really entertaining. Thus palas often took ways to reduce active channeling by using Prayer of Opportunity + Enduring Spirit + Circle of Divinity. Enduring Spirit and Circle of Divinity are not for short planning but rather for the longer run. Taking these resulted in only short amouts of channeling divinity. In the current state the paladin has to cast very strictly Enduring Spirit and Circle of Divinity to maintain divinity and once a paladin is short on divinity, he can do nothing but wait since Enduring Spirit and Circle of Divinity is already cast. To regain full divinity in fight he needs to way 40s.
The loss of guarantee to provide crit barriers. Critical Barriers are still far stronger than its non critical part. In past mods we could provide crit barriers by using at wills - something that for a healer didnt had much use else, cause its dmg is negligible. This reason gave at wills a use. Now we can only provide crit barriers by healing powers that costs 30 divinity +. Pallies can only use this action if the pally is not short on divinity. But if the pally is short on divinity providing crit barriers is often more needed. This combination give the feat a bitter taste and is far from entertaining.
The loss of significant actions to do in fights. In past mods we always had something to do in fights. Was it healing, gaining divinity or preparing critical barriers by using at wills. In this mod gaining divinity is passive and at wills need only to be cast once every 6s for the new battle focus feat. Even giving battle focus with its +6 divinity every 3s doesnt make that action significant. Having nothing significant to do is unfun.
The ability to empty most of the divinity (880) in one mechanic like heatwaves. Casting 4!! group barriers on stuff like heatwaves empties the divinity bar. Given the points above the pally is short onf providing good heals in the next 20-40seconds. The points above are not per se bad, though unentertaining, but added with the high draining the pally is for a significant time in such a state. This makes playing pally overall unrewarding.
I d recommend to take another look on the mechanics!
Due to the date already set i ll just provide short feedback on the paladin healer: Overall healing and barriering is less fun in mod 19. This stems from
The loss of control to regain significant amounts of divinity in short times. In general i agree that channeling divinity in past mods was not really entertaining. Thus palas often took ways to reduce active channeling by using Prayer of Opportunity + Enduring Spirit + Circle of Divinity. Enduring Spirit and Circle of Divinity are not for short planning but rather for the longer run. Taking these resulted in only short amouts of channeling divinity. In the current state the paladin has to cast very strictly Enduring Spirit and Circle of Divinity to maintain divinity and once a paladin is short on divinity, he can do nothing but wait since Enduring Spirit and Circle of Divinity is already cast. To regain full divinity in fight he needs to way 40s.
The loss of guarantee to provide crit barriers. Critical Barriers are still far stronger than its non critical part. In past mods we could provide crit barriers by using at wills - something that for a healer didnt had much use else, cause its dmg is negligible. This reason gave at wills a use. Now we can only provide crit barriers by healing powers that costs 30 divinity +. Pallies can only use this action if the pally is not short on divinity. But if the pally is short on divinity providing crit barriers is often more needed. This combination give the feat a bitter taste and is far from entertaining.
The loss of significant actions to do in fights. In past mods we always had something to do in fights. Was it healing, gaining divinity or preparing critical barriers by using at wills. In this mod gaining divinity is passive and at wills need only to be cast once every 6s for the new battle focus feat. Even giving battle focus with its +6 divinity every 3s doesnt make that action significant. Having nothing significant to do is unfun.
The ability to empty most of the divinity (880) in one mechanic like heatwaves. Casting 4!! group barriers on stuff like heatwaves empties the divinity bar. Given the points above the pally is short onf providing good heals in the next 20-40seconds. The points above are not per se bad, though unentertaining, but added with the high draining the pally is for a significant time in such a state. This makes playing pally overall unrewarding.
I d recommend to take another look on the mechanics!
We can take point number two out of this say it makes playing a healer not fun. Of any variety.
sigh, 15 days til mod release. i hope theyre listening to us. just kinda sucks that it feels like weve said alot but in the end we cant do anything about it. see u healers in mod 20, maybe. ill be dps next mod.
[color=cyan]Soulstorm is rather difficult to see. Please consider giving it the appearance of Harrowstorm. Something must be changed with Hellpact vs Feypact. Make it a class feature or give all Soulweavers an extra loadout slot for free. It's not fair that we should have to purchase an additional loadout just to coexist with a healadin. Wraith's Shadow cool down is too long and the debuff it provides is too short. Consider adding a heal back to it maybe. I overal like the changes, there are incentives for doing damage (Essence of Power, Oversoul, Souleater, etc) but Soulweaver doesn't have many meaningful damage options. As others have requested, please consider adding damage back to Soulstorm[/color]
[color=cyan]Soulstorm is rather difficult to see. Please consider giving it the appearance of Harrowstorm. Something must be changed with Hellpact vs Feypact. Make it a class feature or give all Soulweavers an extra loadout slot for free. It's not fair that we should have to purchase an additional loadout just to coexist with a healadin. Wraith's Shadow cool down is too long and the debuff it provides is too short. Consider adding a heal back to it maybe. I overal like the changes, there are incentives for doing damage (Essence of Power, Oversoul, Souleater, etc) but Soulweaver doesn't have many meaningful damage options. As others have requested, please consider adding damage back to Soulstorm or something similar[/color]
Interesting....It seems things haven't changed since I left many moons ago. While it appears that my favorite class (Oathkeeper Paladin) is the current flavor of the month for current endgame content, it comes at the expense the other healer classes (Cleric and Warlock) which tells me the dev team STILL can't balance the classes and give them something unique while leaving all three desirable for endgame final content. Nerfs are still the order of the day instead of major buffs to other classes or (probably better) changes to content and its mechanics. Good luck and best wishes to all the new and veteran players. I hope and wish you'll enjoy this game as much as I did for as many mods as I did (12 at last count starting at mod 4) I've finally made decision of what to do about Neverwinter. Best wishes.
suggestions: make soulstorm appear like harrowstorm for visibility's sake and make lifespark take soul puppet model or immolation spirit model for flavor's sake
additionally im reminding to return a cleanse ability for warlocks and reminding to address the overwriting of shields problem. many will not pay for another loadout just to make warlocks viable. if you had intended it to be optional it should have it been made a feat but a feature, but you didn't. this has been stressed several times and hasnt been adressed enough. listen to your player base or end up like bethesda lol.
> @rev#7881 said: > Players- nothing could be worse than mod 16 class changes > Devs - hold my beer > > > > > PS.: Just kidding to lighten up the mood on this thread
The only way to lighten the mood here is by setting this change on fire
i think this is a bug, or a error in the tooltip: Cleric: battle prayer should proc on every encounter power which cost divinity, astral shield cost divinity and doesn't proc this feat.
i'll say here what other have said, the healing role has become boring to play.
i have a cleric healer, and a paladind tank. the healing role has become boring, the tanking role has become too demanding for me, surving one-shotting mechanics, and almost every attack of every boss is a shotting mechanics (more or less), is just as boring. i think i'll accumulate AD by randoms queue and will play without entering not-easy-dungeon (any dungeon harder than tong and codg), at least the new campaign has maps and hunts (that don't have any timers unlike bell) to keep me busy,
page after page of feedback and no change or even a response which means
this is what we are getting because they are too lazy or dont want to invest in actually either A. developing changes and mechanics that make all 3 healers viable or B. redo how trials and boss encounters work so shields are no longer needed
> @eclipseblood#1326 said: > Imo while paladins do stand out against both of the other healers, both dc and warlocks need to be able to stand out against one another.
Imo ALL classes should be made to be equally desired and not bc this class performs better than another one. so that no matter which class u choose you still enjoy it. They just seem to keep failing at that. And wait til players figure out the best way to play after these changes, they will get nerfed all over again. This is a Never-ending Story. If the product isn't finished then why launch something that needs to be modified everytime.
@asterdahl Will there be a separated critical heal severity added to utility ratings? 50% it is base or will healers have to increase it from 0 and from different sources? -> if that is the case, shouldn't you adjust different sources like boons, feats and vorpal enchantment? or maybe rework the holy avenger enchantment and give the players a chance to trade their vorpal for the holy avenger, i don't know, just saying.
We did also receive quite a lot of feedback after the launch of Module 16 that many healers found the gameplay of channel divinity boring. We do understand that to some degree this change does lower the skill ceiling for healers. Those who would optimize their channel divinity uptime and squeeze every last ounce out of generating extra divinity during combat could dramatically increase their effectiveness.
However, the situation you describe of having to be more careful when selecting your healing spells, as well as when to cast them is an intentional shift. We're shifting the mechanical difficulty of healer from optimizing your channel divinity uptime to more careful use of healing spells. On live, there isn't necessarily a lot of thought that goes into when to cast a healing spell, or who to cast it on.
In the current live meta, we observed that healers who could optimize their channel divinity uptime could keep groups up through failed mechanics almost indefinitely. We are looking to put healing in a place where it can keep a good performing group alive of course, as well as help a group recover from some mistakes—but when a group is making repeated mistakes—we are aiming to make failure happen more quickly in that instance.
Of course, we do want healing classes to be enjoyable to play, so we will absolutely take your feedback now, and in the coming months. Nothing on preview is written in stone, changes and fixes will continue to happen, both before launch and in future modules and updates.
I find this design philosophy disheartening. Instead of favoring a different kind of gameplay thru modifying underused (and very underwhelming) feats and class features, you nerf the identity of the favored build into oblivion. Recovery and divinity optimisation is the current identity of the cleric. People that like it are still playing healing Clerics and the majority of those that didn't moved on to other games, rolled a different class or went arbiter full time. This change will mostly affect the people that perfected that gameplay and you're pulling the rug from under them. Why not lean into this identity rather then remove it ? Could this identity, be overpowered compared to the mitigation identity of the Paladin ? (excuse my muffled chuckle) Maybe, but what is this internal testing you speak of ? There's a lack of transparency in that statement. But even if that was empirically true, you could have made changes to the abilities that showed you intended to keep that identity alive. What about an at-will that can res a downed party member from a distance instead of from up close (wouldn't be a very good ability btw). Or what about the ability to proc a 6 sec buff that let's an ally res automatically when it gets healed below 30% hit points ? You know, things that feel like you get the identity of the class and show that you're trying to preserve it. The holy grail imo would be to have a set of feats and features that let you optimise divinity management and another path of feats and features that optimise a type of gameplay that would appeal to those that didn't like it. With both gameplay styles strong in the recovery department.
I feel that for the last few years, people have found ways to make NW fun despite the efforts of the design team, not because of it. This reminds me of the low crit Warlock build using the owlbear cub. Interesting and original ? Nerfed into oblivion. Thaum Wizards maximise the applications of smolders to great effects ? Can't let people have fun, nerfed into oblivion as well. Anything that sticks out gets the hammer. I much prefer a design philosophy that manages and integrates emergent gameplay. Just like tribes did with skying. What was once a bug became a core feature and the identity of a game. Everytime you hammer a nail that sticks out, you just make everything more ... generic. At some point, it'd be nice if you stopped removing the fun.
In regards to the large shields paladin can currently apply—particularly the feat emissary of warding. We have been monitoring the performance of paladin since the launch of module 16. We do want paladin to maintain its unique playstyle, and to maintain the feeling of gaining an added benefit from critical strikes.
However, we also understand that the shields have become so large as to be problematic in providing a place for standard healing, and allowing a balanced playing field where all healers can have their own niche. We wanted to ensure that we did not act hastily in nerfing paladins, and that we could make adjustments that didn't make them feel significantly weaker than their counterparts.
Wow, you know shields are overpowered when they even protect the class from the nerf hammer ! lol
In spite off my jest, I don't want Paladin's identity to be changed (but it would be nice if all classes were afforded that luxury). That being said, I think you miss the problem with shields. It's not a problem of scale, it's the design. Reducing the scale is just putting a bandaid on the situation. Given expansions, new items and power creep, we'll find ourselves right back in the same situation. Shields as they are implemented extend the HP bar. Which means that content needs to be balanced according to the extended HP bar. So the only way to balance shields in that situation is to scale them down so hard as to make them irrelevant (which is the laughable solution you went with to "fix" the warlock). This path only leads to 3 generic healers undistinghisable from each other. Anything else creates a gap between healers that only grows mod after mod due to power creep.
A better way to balance shields, would have been to only shield based on actual HP healed vs strength of the heal.
I don't think it fixes the problem of healing pallies having a guaranteed spot on trials over the other two healers, but at least, there will be less calls for "OP heals only" the next time you release a 5 men dungeon. By the way, goalpost should be the ability to heal the new trial with a Cleric and Warlock combination (any internal testing on that?). I don't see how you've made that possible with the current set of changes.
Simple fix to make all healing classes equivalent would be to allow DC and lock overheals to make shields as well... what's the point of having a 600k crit heal when most dps are 350k-500k hp? And if you say for tanks, well 600k crit heals are low balling quite a bit... it's just an example. But if this was the case, that 100k overheal could be a 100k shield. Just limit the stacks or something. Same should go for pally shield... just cap how much of a shield they can give.
Simple fix to make all healing classes equivalent would be to allow DC and lock overheals to make shields as well... what's the point of having a 600k crit heal when most dps are 350k-500k hp? And if you say for tanks, well 600k crit heals are low balling quite a bit... it's just an example. But if this was the case, that 100k overheal could be a 100k shield. Just limit the stacks or something. Same should go for pally shield... just cap how much of a shield they can give.
That's not the point. All healers are suppose to fulfill their roles uniquely, otherwise why bother having 3 healing classes?
Comments
we have too many stat to cap to be good tank, that reduce a lot our power making our heals a joke (i tried in IC and i healed for 55k, i have 120k power and stat capped for IC, here i specify, because if someone can do some test and give an answer he know from where my doubt came)
as tanks we shouldn't slot heal, i agreee with this, but the same can be said about arbiter, as a dps he shouldn't need to use heal; so if an arbiter can why we can't?
we even have a feat based on divine touch 'if you heal another player, you get healed for 100% of what you healed' that is useless, i can get healed by 55k, i have 800k, enemies deal ~1 mill damage (plus tactical are not bis for dps anymore)
someone started a discussion on this problem (paladin justicar healing less that other tank self healing), if an arbiter with good stat to do his job use a heal -->he heal (it's inefficent, but can be done); if a justicar with good stat to do his job use a heal --> he heal less that a 75 silver potion, and can do it only 3 times, then we need a lot of time to recharge our divinity (with all the problem a empty divinity will give).
consider that an arbiter spend like 5 sec to recharge his divinity (2 at-will+0,5sec pray = ~ half divinity back) where a justicar spend an eternity.
is this intended? in which case i'd advise to remove or change the feat on divine touch to make it somehow usefull, like you share heals with the player you healed for x sec (you get healed, they get healed) or they generate aggro for you for x sec or you redirect 50% of the damege taken from them for x sec, you increase your hp by the amount heled for x sec, etc
is this unintended? please fix this so that even us can be spot healer, like increase the magnitude of divine touch (to make it useful increase by a lot, or adjust by increasing maglitude and decreasing divinity cost) or make it a heal over time with a 500 magnitude per second.
all this keeping in mind that, as said, a justicar divinity management is a lot harder that an arbiter
Born of Black Wind: SW Level 80
Jade - Cleric - Healer Main - The Freak Core - Xbone
Magnus - Fighter - Tank for queues - The Freak Core - Xbone
Loverboy - Ranger - Alt - 9 3/4 Unbuffed - Xbone
Nomnomnommm - Wizard - Alt - Droppin Crits on Fools - Xbone
I Am The Wall - Paladin - Alt - Droppin Crits on Fools - Xbone
Xeros - Rogue - Alt - 9 3/4 Unbuffed - Xbone
RIP bad name - Warlock - Alt - 9 3/4 Unbuffed - Xbone
Bardholomew - Bard - Alt - 9 3/4 Unbuffed - Xbone
Sirona - Cleric - Alt - 9 3/4 Unbuffed - Xbone
Jade - DC - Shadows of Gauntlgrym - PC
The new mod date is set which means you are done making changes, but THE SHIELD HAS TO BE ADDRESSED. This is already 18 months since you created this problem. Waiting until the next mod to make more changes will put it at 2 years. 2 years of game breaking play. You are repeating the mistakes of the past, the RECENT past. Just step back and look at what it's doing to the game instead of looking at it as your baby who has to be special. You admitted that the legendary Swift Golden Lion was overpowered and the shield needed to be small and limited because being able to use it every 60 seconds was overpowered and was affecting the play of the game, and it wasn't even as good as a Pallyheal shield. You reduced the golden lion shield to practically nothing, and it's only usable every 60 seconds. So I know that you are not blind to this. You were able to see and say the exact same thing about the lion that we're seeing and saying here. YOU were the one that made the argument it was too good to people who were impacted by the change to the mount power. Look at your own judgement. You recognized and knew it then. I'm sure you know it now.
Oh, I understand that's "situation normal".. But now... we have a launch date. Less than three weeks ago.
New content, that will likely be broken on release, because it's being rushed out the door.
Once again, nothing learned.
They promised us they would change after mod 16, they promised they would listen.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
BUG:
HoT from Soulstorm is giving much less healing than 400mg (I belive it is around 200mg because it gives a little bit more than inspirit).
Soulstorm lost its green cloud so now its looks like a greenish almost invisible tornado. It’s hard to see where it is even for a caster.
Changing any power (encounters, at wills, class features, Daily) have a 10s cooldown (or this is intened?)
All of warlocks new healing powers have no effect on procking set power from mighty weapon set (when you score a critical hit there is a chance that you will be granted…). Now the only way to proc them is using at will or Blades of Vanquished Armies. Before we also had Harrowstorm or our Tab mechanic. It’s almost impossible to have 5 stacks now. I understand that most of healers will now use the lionheart set or set from new trial, but not all healers are geared enough to acquire them and mighty set was a good alternative.
FEEDBACK:
Can we get back Life Bind instead of useless Oversoul, it was a distinctive feature of warlock and now it’s gone.
I also don’t understand why Soulstorm is not damaging enemies now and the whole idea of removing curse and curse bite from soulweaver. It was almost only way to deal damage on soulweaver and since we are supposed to also deal damage during fights it would be good idea to leave it as it was.
I preferred the old version of Pillar of Power. Why cooldown is so long?
I like the change in Souls Siphon daily, but the Soul Barrier is again useless, not only it will override Paladins shields for a laughable amount but also healing over time is worse than in encounter powers if we choose Feypact. It is daily power, it suppose to be useful tool that is better than encounters and is used in tough situations (I would suggest raise it to 400mg).
I would also suggest to raise the magnitude of healing in Soul Pact, because now 500 is much less than it used to be since the nerf on outgoing/incoming healing and crit severity). Warlocks still lack good Daily.
When we choose between 5 Tier feats, it would be cool to actually change the colors of our encounter to red/pinkish on Hellpact (like the change of the soulspark companion color) and green on Feypact
Personally I don’t like the changes on warlock, its uniqueness was its strengths and now we are only sad hybrid of paladin and cleric. But I understand that we don’t get any changes in that regard because the launch of new module is set now.
Yes this is WAI. Can't help with anything else. Sorry.
All the best,
OPTank_
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Overall healing and barriering is less fun in mod 19. This stems from
- The loss of control to regain significant amounts of divinity in short times. In general i agree that channeling divinity in past mods was not really entertaining. Thus palas often took ways to reduce active channeling by using Prayer of Opportunity + Enduring Spirit + Circle of Divinity. Enduring Spirit and Circle of Divinity are not for short planning but rather for the longer run. Taking these resulted in only short amouts of channeling divinity. In the current state the paladin has to cast very strictly Enduring Spirit and Circle of Divinity to maintain divinity and once a paladin is short on divinity, he can do nothing but wait since Enduring Spirit and Circle of Divinity is already cast. To regain full divinity in fight he needs to way 40s.
- The loss of guarantee to provide crit barriers. Critical Barriers are still far stronger than its non critical part. In past mods we could provide crit barriers by using at wills - something that for a healer didnt had much use else, cause its dmg is negligible. This reason gave at wills a use. Now we can only provide crit barriers by healing powers that costs 30 divinity +. Pallies can only use this action if the pally is not short on divinity. But if the pally is short on divinity providing crit barriers is often more needed. This combination give the feat a bitter taste and is far from entertaining.
- The loss of significant actions to do in fights. In past mods we always had something to do in fights. Was it healing, gaining divinity or preparing critical barriers by using at wills. In this mod gaining divinity is passive and at wills need only to be cast once every 6s for the new battle focus feat. Even giving battle focus with its +6 divinity every 3s doesnt make that action significant. Having nothing significant to do is unfun.
- The ability to empty most of the divinity (880) in one mechanic like heatwaves. Casting 4!! group barriers on stuff like heatwaves empties the divinity bar. Given the points above the pally is short onf providing good heals in the next 20-40seconds. The points above are not per se bad, though unentertaining, but added with the high draining the pally is for a significant time in such a state. This makes playing pally overall unrewarding.
I d recommend to take another look on the mechanics!House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
additionally im reminding to return a cleanse ability for warlocks and reminding to address the overwriting of shields problem. many will not pay for another loadout just to make warlocks viable. if you had intended it to be optional it should have it been made a feat but a feature, but you didn't. this has been stressed several times and hasnt been adressed enough. listen to your player base or end up like bethesda lol.
https://photos.app.goo.gl/N5s2QLBpQuoUHpuq9
https://photos.app.goo.gl/PacZhSucc9zQ9f2A9
someone else see the similarities?
(first time trying to put an image, i hope you can see them, those where the ones with better quality i found)
Devs - hold my beer
PS.: Just kidding to lighten up the mood on this thread
> Players- nothing could be worse than mod 16 class changes
> Devs - hold my beer
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>
>
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> PS.: Just kidding to lighten up the mood on this thread
The only way to lighten the mood here is by setting this change on fire
Cleric: battle prayer should proc on every encounter power which cost divinity, astral shield cost divinity and doesn't proc this feat.
i'll say here what other have said, the healing role has become boring to play.
i have a cleric healer, and a paladind tank.
the healing role has become boring, the tanking role has become too demanding for me, surving one-shotting mechanics, and almost every attack of every boss is a shotting mechanics (more or less), is just as boring.
i think i'll accumulate AD by randoms queue and will play without entering not-easy-dungeon (any dungeon harder than tong and codg), at least the new campaign has maps and hunts (that don't have any timers unlike bell) to keep me busy,
this is what we are getting because they are too lazy or dont want to invest in actually either A. developing changes and mechanics that make all 3 healers viable or B. redo how trials and boss encounters work so shields are no longer needed
so i'll check back in with mod 20...maybe
best of luck to those sticking around
> Imo while paladins do stand out against both of the other healers, both dc and warlocks need to be able to stand out against one another.
Imo ALL classes should be made to be equally desired and not bc this class performs better than another one. so that no matter which class u choose you still enjoy it. They just seem to keep failing at that. And wait til players figure out the best way to play after these changes, they will get nerfed all over again.
This is a Never-ending Story.
If the product isn't finished then why launch something that needs to be modified everytime.
Will there be a separated critical heal severity added to utility ratings?
50% it is base or will healers have to increase it from 0 and from different sources? -> if that is the case, shouldn't you adjust different sources like boons, feats and vorpal enchantment? or maybe rework the holy avenger enchantment and give the players a chance to trade their vorpal for the holy avenger, i don't know, just saying.
I feel that for the last few years, people have found ways to make NW fun despite the efforts of the design team, not because of it. This reminds me of the low crit Warlock build using the owlbear cub. Interesting and original ? Nerfed into oblivion. Thaum Wizards maximise the applications of smolders to great effects ? Can't let people have fun, nerfed into oblivion as well. Anything that sticks out gets the hammer. I much prefer a design philosophy that manages and integrates emergent gameplay. Just like tribes did with skying. What was once a bug became a core feature and the identity of a game. Everytime you hammer a nail that sticks out, you just make everything more ... generic. At some point, it'd be nice if you stopped removing the fun. Wow, you know shields are overpowered when they even protect the class from the nerf hammer ! lol
In spite off my jest, I don't want Paladin's identity to be changed (but it would be nice if all classes were afforded that luxury). That being said, I think you miss the problem with shields. It's not a problem of scale, it's the design. Reducing the scale is just putting a bandaid on the situation. Given expansions, new items and power creep, we'll find ourselves right back in the same situation. Shields as they are implemented extend the HP bar. Which means that content needs to be balanced according to the extended HP bar. So the only way to balance shields in that situation is to scale them down so hard as to make them irrelevant (which is the laughable solution you went with to "fix" the warlock). This path only leads to 3 generic healers undistinghisable from each other. Anything else creates a gap between healers that only grows mod after mod due to power creep.
A better way to balance shields, would have been to only shield based on actual HP healed vs strength of the heal.
I don't think it fixes the problem of healing pallies having a guaranteed spot on trials over the other two healers, but at least, there will be less calls for "OP heals only" the next time you release a 5 men dungeon. By the way, goalpost should be the ability to heal the new trial with a Cleric and Warlock combination (any internal testing on that?). I don't see how you've made that possible with the current set of changes.
[The Legendary Outlaws] (Guildhall 20)