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Cleric Nerf

http://www.arcgames.com/en/forums/neverwinter/#/discussion/1228398/upcoming-devoted-cleric-changes
So this is the worst nerf ever. Support classes are already lacking and you want to nerf something everyone needs. You nerf the guardian fighter buffs so less players want to use it. Now your merging AA because it's not challenging enough. Hallowed ground every 45 sec come on are you serious. I will never bring a cleric with me after this. Just kill the class now. Oh 30% damgage increase so what it's dos now. This is the worst idea ever

Comments

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  • lordmalak#9087 lordmalak Member Posts: 15 Arc User
    What about level 2000 or so trying to run dungeons. How are the tanks going to stay alive without a little help. They already struggle as is. Without a cleric they are doomed.
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  • lordmalak#9087 lordmalak Member Posts: 15 Arc User
    You are right about that. They break everything more they try to fix lol
  • armadeonxarmadeonx Member Posts: 4,952 Arc User
    oh wow....
    Please Do Not Feed The Trolls

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  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    I understand the need to nerf AA, but it seems like a big difference from 100 to 20 percent mitigation.
    How about a value that is in some way inversely proportional to the targets DR and or total hitpoints? That way it benefits the squishees, (my TR and HR are certainly going to need a bigger soulforge...)

    My DC doesn't give a fiddler's pluck about damage increase. The only reason I spam Chains is to gain AP. I never expect to really hurt anyone much tougher than a Powrie, minor undead, or the odd cultist.
    The thing about "self-sufficiency" is, that if that's your mode of play, then don't pick the single most supporty support character in the game.
    What next? Dear devs, I chose TR, but hey... I want more heavy weapons, and where's MY healing powers?

    Oh well... switch from AA to Divine Armour... except that no longer gives DR...
    Errrr...... Hallowed Ground!!! Oh... once every 45 seconds...
    Errrrr.............
    Yay... I get to do more DPS.

    On a more serious note... if AA was broken, stopping 100 instead of 90, why not try fixing it first rather than flat out altering it? Try it at 90 and if that was keeping too many wizards and stabbies alive, THEN squash it.
    And frankly, it should be a flat rate, based on the caster rather than the target. The idea that a cleric would cast a protection spell that devotes more effort to protecting those best positioned to survive an attack is silly.
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  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    edited February 2017
    Which is fine at the top end of the game.
    I don't see any of my guild mates (mostly, if not all, below 3k) asking for harder content, cos we get our asses handed to us often enough as it is.
    My DC exists as guild/alliance support so folk can get in to queue content and hopefully survive often enough to eventually get to the point where its easy enough to want for harder material, and for when I get fed up waiting to pug and fancy a dungeon run.
    +30 damage while nerfing my main buffs is like taking the boots off a soccer player and saying, "don't worry you can now wear a parachute"
  • loboguildloboguild Member Posts: 2,371 Arc User
    edited February 2017
    Slow clap to the hyperbole around here. AA still has the power share and DC all the debuffs you need alongside a Mof CW. If you think this is going to kill the DC as support class you're not very familiar with how the game works and what role the DC plays in the current meta.
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  • mordekai#1901 mordekai Member Posts: 1,598 Arc User
    edited February 2017
    Speaking of hyperbole.... its never long before someone invokes the "if you don't like it, you're not as smart as me.' clause.
  • manyvengeancemanyvengeance Member Posts: 172 Arc User
    In a game full DPS oriented, nobody needs a true support atm, sadly.
  • mephisto2313mephisto2313 Member Posts: 6 Arc User
    The nerf to AA doesn't really affect me per se. I don't really spam the HAMSTER out of AA in dungeons anyway unless there is a crappy tank that isn't tanking( which happens a lot now). Have AA block all damage from the first hit, then drop the damage absorbed by 20% until each ball is gone. Easy fix. I also play a guardian fighter that tanks. Yeah the nerfs hurt a little but he still tanks t1s and t2s without a cleric just fine.
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