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Issues with the new "Healing mechanics" Devout

foxxy#4211 foxxy Member, NW M9 Playtest Posts: 563 Arc User
**Personal experience**

Boring, boring and boring
- Boring mechanics
- There is no strategy
- Excessively nerfed


End game content runs were used to rush throught pack of enemies and gather them all at one point for fast killings. Now it is harder, because everyone takes high amount of damage and there is not high heals to prevent them from dying. If you wanted it to change the play style of endgame players, nerfing healers was not a good idea.
Now we just stand still, casting a poor bastion of health, praying everyone stayed out of reds. I must say that you killed the little amusement we had with the old mechanic.
My biggest problem here is that, we could generate divinity faster before, but you not only nerfed the potency of the heals, you also increased divinity costs and divinity compensation given by righteousness and the 2 feats of tier 2 are not enough.


I reported this on preview and it is still happening
When the feats Battle prayer and gathering light are feated, battle prayer blocks the effect of gathering light and the immediate use of light of divinity won't trigger gathering light.
Also, you didn't mention in the class balance nor its tooltip mentions it, that gathering light's healing is split among the affected targets, where the 800 heal magnitude is in effect 160 magnitude per member up to 5.
light of divinity magnitude of 1600 isn't happening either when i heal the tank before I trigger gathering light, the magnitude appears to be 800, feels like if gathering light corrupted light of divinity's magnitude when applying it to the marked target.

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