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Official M19: Healing Adjustments

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  • xander#0631 xander Member Posts: 75 Arc User
    asterdahl said:


    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



    reality is what most recognize as true
  • midental#5256 midental Member Posts: 136 Arc 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.

  • froger#9967 froger Member Posts: 616 Arc User
    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.
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  • gaetenw#0920 gaetenw Member Posts: 14 Arc User

    sorry to be the bringer of bad news, but with the new mod date already set out, i doubt they will be making any more meaningful changes to the game.

    Yep, we know, but we need to give them feedback, maybe in mod 20 they fix things...
  • carloswartune#5709 carloswartune Member Posts: 265 Arc User
    BUG: It is still impossible to activate Gathering Light/Angel of Life under the effect of Battle Prayer on Devout Cleric.
  • mushellkamushellka Member, NW M9 Playtest Posts: 357 Arc User
    BUG: Mark of Divinity still disappears after a few seconds for no reason. (Devout Cleric)
    Better to feed the troll than listen to the idiot .
  • liadan1984#8734 liadan1984 Member Posts: 315 Arc User
    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.
    Lia
    Co-Guild Leader
    Ghost Templars L20
    Alliance: Tyrs Paladium
    Main: Cleric (Heals|DPS)
    Alt: Warlock
  • amedahastaamedahasta Member Posts: 3 Arc User
    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.
  • jimmypdtjimmypdt Member Posts: 121 Arc User

    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.

    All the best,

    OPTank_
  • liadan1984#8734 liadan1984 Member Posts: 315 Arc User
    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)
    Lia
    Co-Guild Leader
    Ghost Templars L20
    Alliance: Tyrs Paladium
    Main: Cleric (Heals|DPS)
    Alt: Warlock
  • d3monicekoolaidd3monicekoolaid Member Posts: 28 Arc User
    edited June 2020
    [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]
  • d3monicekoolaidd3monicekoolaid Member Posts: 28 Arc User
    [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]
  • majorcharvenakmajorcharvenak Member Posts: 783 Arc User
    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.
    ~Shia~

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  • ancientryancientry Member Posts: 18 Arc User
    edited June 2020
    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.
    Post edited by ancientry on
  • xander#0631 xander Member Posts: 75 Arc User
    all of this make me remember a guy in a quest :
    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)
    reality is what most recognize as true
  • xander#0631 xander Member Posts: 75 Arc User
    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,
    reality is what most recognize as true
  • keru#9279 keru Member Posts: 44 Arc User
    > @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.
  • foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User
    edited June 2020
    @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.
  • bratleyraybratleyray Member Posts: 389 Arc User
    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.




    [The Legendary Outlaws] (Guildhall 20)

  • aragon#8379 aragon Member Posts: 128 Arc User
    edited June 2020

    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?
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