I have heard that the Devoted Cleric has a self heal debuff, is this true? If so, what % is the debuff?
Will this not gimp the cleric for PvP? Surely any half organised team would destroy the cleric first, who with a debuffed self heal would have little defense?
I'm not sure of the percentage of the debuff, but trust me people will not attack the cleric first as we are able to defense ourselves very well.
Most randoms (pugs) will always and I mean ALWAYS, attack the first that is the nearest too them. It will only be guild groups (premades) where proper tactics are used, so I am looking forward to steamrolling over the pugs in PvP
I'm not sure of the percentage of the debuff, but trust me people will not attack the cleric first as we are able to defense ourselves very well.
Most randoms (pugs) will always and I mean ALWAYS, attack the first that is the nearest too them. It will only be guild groups (premades) where proper tactics are used, so I am looking forward to steamrolling over the pugs in PvP
So this is true? Wow that seems like truly terrible design. I'm a bit shocked really, I thought my friend was trolling me.
My preference is to PvP with a team, against other organised teams. I can't help but feel that this will really hurt Clerics, or indeed make them unwanted. Gimped healer or a tank/dps/control?
Just wait and see for yourself Xarghul. You will see people yelling in PvP to kill the Cleric from their debuffs thrown on people to lets the attacking person heal from their attacks, which is the main heal. Remember that Clerics in Neverwinter are not like healers from other MMOs. We are not built for pure healing. We damage, throw out small heals and place debuffs on targets.
If you go to youtube and watch some Cleric videos both PvP and PvE, you will see what I mean
Clerics in this game aren't like healers in most games where they just run around spamming heals, either. This kind of penalty hurts a lot less than you might think it does. There's a significant amount of control and buff/debuff to gameplay.
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kotliMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 577
edited April 2013
It was -40% in BW4 might be more or less now in any case most of your heals are AOE and do damage as well as such you should be firing them off a lot anyway. Lastly the main healing skill is the life leech on attack debuff spell from what I seen that is not effected by the healing nerf.
Clerics heal themselves approximately 40% less than they heal others in PVE. This "debuff" only applies to PVE. In PVP that debuff does not apply - Clerics heal themselves by as much as they heal others. (This may have changed since BW4, though).
I will not cite my source (because that forum is now hidden) - all I can say is speak with someone in there right now who is playing a Cleric and ask them to compare the difference in self heal with PVE versus PVP.
zich13Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 4Arc User
edited June 2013
The only official reason I have read for the healing nerf was (paraphrased) "clerics were reaching 60 with more gold than other classes because they did not have to buy potions". Yes, you read that right. The nerf had nothing to do with balancing game mechanics or class playability, it was because Cryptic doesn't want clerics reaching 60 with too much of a useless currency.
Nerfing a core mechanic to balance a useless side-currency should have resulted in someone being kicked off the dev team for even suggesting it.
With heal aggro the way it is, I haven't had an extra potion since level 25. I was mailing all the potions my TR and GWF found over to my cleric just because they had extras from drops all the time. My cleric could not enter a dungeon without at least 50 on hand, since I couldn't top myself off like the rest of the party due to the nerf, and every single add focuses healers and every single fight is all about adds spawning endlessly.
This debuff really hurts playability both solo and in groups. Cleric damage is lower than other classes already (due to the healing we bring). A self-debuff to that healing severely limits solo play, as we need that extra healing to offset the extra time monsters stay alive against our lower damage. It hurts group play as I am still 30-40% down while the rest of the group is topped off after a massive hit, AND I am getting nearly all aggro on new spawns. It hurts the game fun factor because cleric spends too much time nursing wounds and going thru stacks of potions compared to other classes.
It's really not that big of a deal, you're 2 biggest heals aren't affected by it.
The only 2 other substantial heals I could think of that are affected is Astral Seal and Healing Word.
I wish they'd just remove it anyway, because like I said it doesn't really affect us that much except when leveling til you get Forgemaster's Flame, so it's pointless.
Yeah, it basically hurts "OMG PANIC" self-heals (I'm running away! What can I cast on myself?), so most of the time it's irrelevant, and the rest of the time it's deadly.
Also, of course, in dungeons clerics draw all the aggro ever, so "I'm running away! What can I cast on myself?" happens quite a lot.
I have heard that the Devoted Cleric has a self heal debuff, is this true? If so, what % is the debuff?
Will this not gimp the cleric for PvP? Surely any half organised team would destroy the cleric first, who with a debuffed self heal would have little defense?
Yup . To many complainers in closed beta got butthurt that clerics got to 60 with a few more gold then them. As far as i can tell this is the primary reason for the debuff.
Now we are in a dilemma where we get all the agro and yet cannot heal ourselves for the same amount as others. So we end up using more pots then non divine classes or getting beat down an dieing. It really makes no sense at all from any standpoint. Clerics should not have to chug more pots then others. That said the bugged out agro does have a major play in this. Would not be so bad if we did not attract so many mobs with our healing spells. Hopefully the agro gets fixed soon.
The debuff is around half of what we would heal others for. Give or take. It is a pretty bad design flaw from a D&D perspective.
The only official reason I have read for the healing nerf was (paraphrased) "clerics were reaching 60 with more gold than other classes because they did not have to buy potions". Yes, you read that right. The nerf had nothing to do with balancing game mechanics or class playability, it was because Cryptic doesn't want clerics reaching 60 with too much of a useless currency.
Nerfing a core mechanic to balance a useless side-currency should have resulted in someone being kicked off the dev team for even suggesting it.
With heal aggro the way it is, I haven't had an extra potion since level 25. I was mailing all the potions my TR and GWF found over to my cleric just because they had extras from drops all the time. My cleric could not enter a dungeon without at least 50 on hand, since I couldn't top myself off like the rest of the party due to the nerf, and every single add focuses healers and every single fight is all about adds spawning endlessly.
This debuff really hurts playability both solo and in groups. Cleric damage is lower than other classes already (due to the healing we bring). A self-debuff to that healing severely limits solo play, as we need that extra healing to offset the extra time monsters stay alive against our lower damage. It hurts group play as I am still 30-40% down while the rest of the group is topped off after a massive hit, AND I am getting nearly all aggro on new spawns. It hurts the game fun factor because cleric spends too much time nursing wounds and going thru stacks of potions compared to other classes.
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Most randoms (pugs) will always and I mean ALWAYS, attack the first that is the nearest too them. It will only be guild groups (premades) where proper tactics are used, so I am looking forward to steamrolling over the pugs in PvP
60 Drow Trickster Rogue
11 Elf Control Wizard
Server: Beholder
Guild: Praetor Lupus
Guild Website: http://www.PraetorLupus.com
Hero of the North & Guardian of Neverwinter Founder.
They have been taken away?
So this is true? Wow that seems like truly terrible design. I'm a bit shocked really, I thought my friend was trolling me.
My preference is to PvP with a team, against other organised teams. I can't help but feel that this will really hurt Clerics, or indeed make them unwanted. Gimped healer or a tank/dps/control?
If you go to youtube and watch some Cleric videos both PvP and PvE, you will see what I mean
60 Drow Trickster Rogue
11 Elf Control Wizard
Server: Beholder
Guild: Praetor Lupus
Guild Website: http://www.PraetorLupus.com
Hero of the North & Guardian of Neverwinter Founder.
Ability Scores || All Attribute Roll Combinations || My Cleric Stream \o/
I will not cite my source (because that forum is now hidden) - all I can say is speak with someone in there right now who is playing a Cleric and ask them to compare the difference in self heal with PVE versus PVP.
Clerics aren't healers, they are leaders.
Nerfing a core mechanic to balance a useless side-currency should have resulted in someone being kicked off the dev team for even suggesting it.
With heal aggro the way it is, I haven't had an extra potion since level 25. I was mailing all the potions my TR and GWF found over to my cleric just because they had extras from drops all the time. My cleric could not enter a dungeon without at least 50 on hand, since I couldn't top myself off like the rest of the party due to the nerf, and every single add focuses healers and every single fight is all about adds spawning endlessly.
This debuff really hurts playability both solo and in groups. Cleric damage is lower than other classes already (due to the healing we bring). A self-debuff to that healing severely limits solo play, as we need that extra healing to offset the extra time monsters stay alive against our lower damage. It hurts group play as I am still 30-40% down while the rest of the group is topped off after a massive hit, AND I am getting nearly all aggro on new spawns. It hurts the game fun factor because cleric spends too much time nursing wounds and going thru stacks of potions compared to other classes.
The only 2 other substantial heals I could think of that are affected is Astral Seal and Healing Word.
I wish they'd just remove it anyway, because like I said it doesn't really affect us that much except when leveling til you get Forgemaster's Flame, so it's pointless.
Also, of course, in dungeons clerics draw all the aggro ever, so "I'm running away! What can I cast on myself?" happens quite a lot.
Debuff is working as intended , cya .
Now we are in a dilemma where we get all the agro and yet cannot heal ourselves for the same amount as others. So we end up using more pots then non divine classes or getting beat down an dieing. It really makes no sense at all from any standpoint. Clerics should not have to chug more pots then others. That said the bugged out agro does have a major play in this. Would not be so bad if we did not attract so many mobs with our healing spells. Hopefully the agro gets fixed soon.
The debuff is around half of what we would heal others for. Give or take. It is a pretty bad design flaw from a D&D perspective.
Ne-Ne-NECRO!