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nice patch for cleric, not!

chiennedeluxechiennedeluxe Member Posts: 111 Arc User
edited May 2014 in The Temple
Burning guidance sometime stop working for no reason. have to log out log in.

cycle of change have no indication on how many life or death stack we have.

And rightouness: 100%-40% = 60%
70% more for allies mean 60*1.7 = 102 not 110 (10% more? they dont know they mathematic)
so basically healing output is the same as before, they just change they way its explained it so people think its not that bad.

about cycle of change... if you go all healing encounter to benefit from the bonus you have no way to get divine power except wasting a class feature to put divine fortune.... why cant we get divine when healing, we shouldnt had to waste a class feature for that.

anyway.... only clerics will read this post since Neverwinter dev. never ever read what we have to say.
Papa Smurf / Uncle Ben --DC
Santa Claus --GF
Gargamel --CW
Post edited by chiennedeluxe on

Comments

  • lyaiselyaise Member Posts: 491 Arc User
    edited May 2014
    Well, it's been a while since I played. Logged back on to experience the new expac.
    I did read the patch notes in detail beforehand, so wasn't expecting any real difference with Righteousness.
    Be interested to see if others have a slightly different take on the above maths, or does everyone agree on 102 figure?
    ...............vote for your favourite expansion..........
    "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
    ..............not this one then.............
  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited May 2014
    I think one of the research guys pointed out that he was doing roughly 10% more healing/damage in preview. Personally I think I'm healing other people for quite a bit more in PvP, though part of that is because of Soothing Light + life stacks. Self-healing seems the same. The game does show you how much life/death stacks you have, the icon appears under your character portrait.

    Cycle of Change works by giving you life stacks (and increasing the power of the first Soothing Light tick) when you cast damage powers, and giving you death stacks (and increasing the power of the first Punishing Light tick) when you cast healing/protective powers (there are 4: HW, A.Shield, Bastion and Exaltation). That's why it's called the Cycle of Change - healing->damage boost, damage->healing boost, healing->damage boost, and so on. I think it's a nice mechanic, not that bad of a consolation prize after they decided to get rid of the old Cycle of Change by apparently giving all clerics the equivalent effect.

    Why complain about Divine Power? It's been like that since forever and people have always managed to make it work anyway.
    You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
  • masizin777masizin777 Member Posts: 181 Arc User
    edited May 2014
    I have had times when I use chains of light and certain enemies are immune to the damage also, I hardly think it was intentional, but in the past sometimes it wouldn't even trigger before the mod3 came out, what a good fix! *half sarcasm*

    Really though the idea of righteousness changes was almost right but any healer cant heal dead, so they could have at least made the 70% for allies or a 40% temporary hit points for the caster maybe both, or anything would be better to keep our selves alive.
  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited May 2014
    You realize that this mod they're introducing artifacts that grant a ridiculous amount of mitigation, among other things. It remains to be seen how much much extra self-healing we need (or don't) once we start using them.

    They still haven't fixed DoT powers and ArP, and the chains thing is really more the result of unevenness of terrain I think. I'd prefer it if they worked on the DoTs first, since it affects other classes too.
    You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
  • whistlingdixiewhistlingdixie Member Posts: 0 Arc User
    edited May 2014
    Apparently if you build Life Stacks, you can use Punishing Light to attack and the heal with proc on yourself. It's a sizable heal that doesn't seem to be affected by Righteousness. (It heals the same to the DC and the target.) So you can do build three stacks, then use even one tick of Punish Light to put a self-heal in while you're doing daily quests.

    Also looks like we're getting full healing amounts from Astral Seal now, too. That's kinda nice.
  • masizin777masizin777 Member Posts: 181 Arc User
    edited May 2014
    anyway.... only clerics will read this post since Neverwinter dev. never ever read what we have to say.
    It is funny i have literally seen that comment hundreds of times, now you have me doing it to.(worse than the spellplague)
  • refracted0dawnrefracted0dawn Member, NW M9 Playtest Posts: 894 Arc User
    edited May 2014
    why cant we get divine when healing

    Absolutely, a Cleric should build Divine Power from Damage AND Healing by Default, and a new Class feature created.
  • demonkyuubidemonkyuubi Member Posts: 0 Arc User
    edited May 2014
    Absolutely, a Cleric should build Divine Power from Damage AND Healing by Default, and a new Class feature created.

    clerics already should have been given a new class feature since sooth is useless xD

    the way aggro works in this game, clerics with or without sooth will still be prioritized because every mob that respawns and says "hey guys, everyone is being healed! yeah, let's jump that cleric and then we can overrun everyone else!"

    not too bad in a decent group, but some people don't even help the cleric despite seeing a bunch of mobs on them.....sometimes even walking away from the cleric and letting them die.
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