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Punishing/Soothing light

xen0phreakxen0phreak Member, Neverwinter Beta Users Posts: 14 Arc User
edited August 2013 in The Temple
According to the patch notes the divinity cost of these two skills has been reduced by 20%. I was excited about this change...turns out you once again botched everything and instead of costing 20% less divinity these abilities cost now 20% MORE divinity and are even less usable than before. As if it's not enough to constantly nurf the least competitive class in this game with a vengeance every patch.

On the bright note...who needs healers, just give everyone a passive that makes their potions heal more than their healers do....oh wait, ya kinda did do that, didn't you? I'm disgusted with the constant nurfing of every class in the game to make dungeons as difficult as intended when you can't fix ANY of the current exploits in EVERY dungeon you've ever put out.

Nothing better than constant nurfs to alienate your player base and destroy a good game.
Post edited by xen0phreak on

Comments

  • morsitansmorsitans Member, Neverwinter Beta Users Posts: 1,284 Bounty Hunter
    edited August 2013
    Hah, seriously? Wouldn't surprise me. Shows how much everyone uses those skills if this is only being noticed now....
  • fathomfulfathomful Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 207 Bounty Hunter
    edited August 2013
    Hmm seems like a rant thread but ill give it a shot.

    I have used both extensively past couple of days and i dont see any increase, just the changes that were stated in patch notes.

    As far as the passive nobody will ever choose that passive anyway. The only class that it would be even close to useful would be clerics and its still a sucker bet for clerics as well. (10% more dodges is much better than 850 extra health on potion.)

    They actually fixed many exploits compared to what used to be the norm. (Also there different resources assigned to different parts of the game. Balance changes are not done at the expense of exploit correction and vice versa.)

    Finally so far this patch has been amazing. Playing my cleric is better, the economy is on a path for better long term stability and the new content is fun. I enjoy all of it.

    /antirant
  • xen0phreakxen0phreak Member, Neverwinter Beta Users Posts: 14 Arc User
    edited August 2013
    fathomful wrote: »
    Hmm seems like a rant thread but ill give it a shot.

    Finally so far this patch has been amazing. Playing my cleric is better, the economy is on a path for better long term stability and the new content is fun. I enjoy all of it.

    /antirant

    I used to run on a spec that did not use Astral Shield, keeping up Divine Armor instead. This is no longer possible due to the sunburst AP gen nurf and I once again find myself being forced to run with the identical loadout to everyone else. The bastion cooldown reduction was a welcome change, everything else just served to force everyone to use the same abilities and destroys any possibility of developing a unique play style. To comment on your above quoted statement. You're kidding right? The new content is fed to you in 30 minutes a day increments, you have to grind crafting on top of that and none of the gear is even worth using, unless you think armor pen now helps you heal your targets.
  • fathomfulfathomful Member, Neverwinter Beta Users, Neverwinter Knight of the Feywild Users Posts: 207 Bounty Hunter
    edited August 2013
    xen0phreak wrote: »
    I used to run on a spec that did not use Astral Shield, keeping up Divine Armor instead. This is no longer possible due to the sunburst AP gen nurf and I once again find myself being forced to run with the identical loadout to everyone else. The bastion cooldown reduction was a welcome change, everything else just served to force everyone to use the same abilities and destroys any possibility of developing a unique play style. To comment on your above quoted statement. You're kidding right? The new content is fed to you in 30 minutes a day increments, you have to grind crafting on top of that and none of the gear is even worth using, unless you think armor pen now helps you heal your targets.

    To each their own.

    I think there are many different specs that can be used to heal dungeons. I also think that you could heal dungeons just fine in blue gear.

    I think there are plenty of choices right now as far as specs go. Doesnt mean its not harder to play a certain spec, just that its doable.

    I run a 2/14/15 SB/BoH/AS Divine Armor build myself which many feel to be sub-par, but it has yet to fail me.

    I dont mind the content at all, its welcome. I like that there are more things to do even if they only take a short while (dailies + dungeon). I like the boon system. I plan on getting the new gear and trying it out.

    Probably go back to a linked spirit build and try it, then try it in my current build as well. I mean i already have no problems at all even with bad groups. I can afford to drop some things (recovery namely) to get some more DPS. Only thing that turns me off about it is the drop in defense. I dont see why it has lower defense on each piece. (at least i think its lower).

    Edit: the profession thing i dont know. I mean i have max level profs as a casual player. Figured everyone would max level at least leadership and one crafting skill. I am just glad that they came out with another to prof to level so i have an excuse to get my 3 profs @ 20 slot.
  • debbieharrydebbieharry Member Posts: 31
    edited August 2013
    xen0phreak wrote: »
    ......none of the gear is even worth using, unless you think armor pen now helps you heal your targets.


    Repurpose Soul.
  • whistlingdixiewhistlingdixie Member Posts: 0 Arc User
    edited August 2013
    Repurpose Soul.

    THANK YOU. Also, I believe Astral Seal and Forgemaster's Flame heal based on the damage they do.

    But the biggest point is, we're not exclusively healers. It's just one of our functions. We're not even great at it. The best we can do is "maintainance healing", which means a fairly steady stream of healing over time. As far as burst healing, we don't have many options. That's what potions are for. We can't heal massive amounts of damage. If someone is taking massive amounts of damage, they need to play more defensively. Maybe their gear doesn't have enough defense, maybe they have the wrong powers slotted, maybe they're standing in the red, maybe the pulled aggro when they shouldn't have. But all we can do is help out. We actually don't have the healing capacity to be completely responsible for everyone's health bars like healers are in other MMO's.

    As for Punishing Light. I believe last time I checked, you got about 7 seconds from three full pips. Now I get about 9. I can't tell you how well Soothing Light works, because I have Desperate Renewal and that complicates testing. I plan to use my free respec soon and I will test it then.
  • debbieharrydebbieharry Member Posts: 31
    edited August 2013
    THANK YOU. Also, I believe Astral Seal and Forgemaster's Flame heal based on the damage they do.

    What about sacred flame? are the temp hps a % of your damage on the 3rd hit? Didnt know AS scaled with dmg i though it worked like lifesteal for the team (so scaling with their arpen not mine)
  • whistlingdixiewhistlingdixie Member Posts: 0 Arc User
    edited August 2013
    What about sacred flame? are the temp hps a % of your damage on the 3rd hit? Didnt know AS scaled with dmg i though it worked like lifesteal for the team (so scaling with their arpen not mine)

    You know, I have been saying that, but let me actually saying that I THINK it's based on your damage. I actually need to test it to say definitely.

    Astral Seal is an extremely difficult ability to test. The reason is because each time it heals you, you get a hidden debuff applied to you that stacks up to four times and lasts about 1 second. Each stack of the debuff reduces the Seal's healing effect by 1/(n+1) where n is the number of stacks of the debuff you currently have. You can see it in the combat logs if you look. (If testing on yourself, be sure to account for the 40% Righteousness nerf.)

    So it turns out that if you are hitting really quickly, you are healed less for consecutive hits. It works out to be 100%, 50%, 33%, 25% base healing. With Righteousness it's 60%, 20%, 13.2%, 10%. Which makes Astral Seal almost completely useless for soloing. However, it's actually good because the game sees it as a heal coming from you, so it will proc things that your heals can proc, and will be affected by things that affect your heals.

    The first reason I suspect Astral Seal's heal is based on its damage is because if you crit with the damage then you throw the Seal, all the the heals from it are also critical heals. This is a wonderful mechanic, because you can actually throw a few seals until you get a crit, then stop. Not necessarily because you want more healing, but mostly to get procs like Cycle of Change and Restoration Mastery. I also believe that it somehow considers the heal as "hitting you", so it will also proc Healing Step. (I have not tested this yet, but others have said this is the case.)

    The second reason I suspect Astral Seal's heal is based on its damage rather than the attacker's damage is because I have noticed when I throw it on a target, everyone hitting that target gets heals of about he same size. If I hit a target with seal, I am healed for the same amount whether I am using an At-Will or the Hammer. I guess I could test it better with a level 1 weapon and no armor.

    As for Sacred Flame, it's rather hard to say. Despite the extremely ephemeral nature of the absorbs (or temp hp's), I have already thought of several ways to test it accurately. My guess is that it is either a percentage of the damage of the third hit, or a separate roll based on the Sacred Flame's tooltip damage numbers. Either way it is a very small amount, no more than 5% of the damage. I suppose it could be unrelated to the damage and instead a percentage of YOUR hp, but again less than 5%. Might also be a flat amount based on your level. It's hard to say without testing.

    I was looking at Repurpose Soul today, and it actually seemed like the heal was 15% of the base damage rolled (amount in parenthesis), completely ignoring Damage Resistance. I hope this is not the case, because it makes ArmorPen and debuffs entirely useless for RP procs. The server's just went down for maintenance, so more thorough testing will have to wait. I want to say that I am almost completely sure that it used to be 15% of total damage, not base damage. This may indeed be another stealth nerf if it's now only going by base damage.
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