Lol somebody mention about numbers not warranting spending time and effort on pvp. Let me tell you this, if you want to talk about numbers, compared to other mmo, this games numbers are pitiful. May as well scrap the whole game cos the numbers doesn’t justify the company spending time and effort on this pitiful game if we follow your argument lol.
the numbers that matter are the numbers relevant to this game not the world at large. the scale is very different. this is a small team of people vs the armies of people that work on other games.
You are missing the point, cleric and paladins heal too well, especially with crit heals becoming more common. The divinity resource management became a non issue as soon as players figured out how to efficiently use it. To the point where they can literally just stand there and spam a heal that heals for 200-400k plus almost without stopping. That is an issue, one that needed to be fixed to make it possible for player's bad decisions like standing in the red to actually get punished. I agree that warlocks can use a buff, but first eliminate clerics and paladins from being too good at healing, then buff warlock up to whatever point they find the other two to be in a good position.
Mhmm....loosing 90% of healers population in the process? Great idea....
BTW why dont you share those "neverending divinity" builds for Pala and Cleric here..... lots of players would understood those changes if they would experience this "issue".
Not to mention that making changes cos of one new trial - witch gona be gated for majority of player base anyway is not a smart move.
Lol somebody mention about numbers not warranting spending time and effort on pvp. Let me tell you this, if you want to talk about numbers, compared to other mmo, this games numbers are pitiful. May as well scrap the whole game cos the numbers doesn’t justify the company spending time and effort on this pitiful game if we follow your argument lol.
Look up.
I was talking numbers in this game... because that is relevant to this game. The numbers of people playing other MMOs is totally irrelevant. No one is making a comparison between NW and other MMOs and quite frankly, if someone is more concerned about numbers in other games they should probably be playing elsewhere.
Lol somebody mention about numbers not warranting spending time and effort on pvp. Let me tell you this, if you want to talk about numbers, compared to other mmo, this games numbers are pitiful. May as well scrap the whole game cos the numbers doesn’t justify the company spending time and effort on this pitiful game if we follow your argument lol.
Problem is that game is loosing every player trying to do PVP in this game since MOD 10.
I already asked @noworries#8859 if he can confirm that new mechanic developed with MOD 16 allows them to separte pvp changes from pve changes - still got no answer.
I belive the answer is "NO" that is why I didnt get response to that. If thats the case there is no hope to any real rework of pvp in this game. We gona get back to that point whre pve change ruins pvp balance and vice versa (I know I keep sayin that since 2 years now )
What they really need to do is to make complete rework of PVP system. It has to be done to make a PVP a helthy, fun and important part of this game. They did it with a game mechanics, with professions so why not with PVP? Untill then its pretty pointless to try any pvp here cos changes are gona be a bandaids but nothing more....
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
> @gripnir78 said: > You are missing the point, cleric and paladins heal too well, especially with crit heals becoming more common. The divinity resource management became a non issue as soon as players figured out how to efficiently use it. To the point where they can literally just stand there and spam a heal that heals for 200-400k plus almost without stopping. That is an issue, one that needed to be fixed to make it possible for player's bad decisions like standing in the red to actually get punished. I agree that warlocks can use a buff, but first eliminate clerics and paladins from being too good at healing, then buff warlock up to whatever point they find the other two to be in a good position. > > Mhmm....loosing 90% of healers population in the process? Great idea.... > > BTW why dont you share those "neverending divinity" builds for Pala and Cleric here..... lots of players would understood those changes if they would experience this "issue". > > Not to mention that making changes cos of one new trial - witch gona be gated for majority of player base anyway is not a smart move.
Divine glow, exhaultation or some other non divinity power, and divinity passives, use Bastion of health and tap tab between every use....not that hard. If the hardest content isn't much of a challenge to heal, then wouldn't all the other content be even easier?
Considering those patch notes I start to belive that incoming MOD 17 gona be... well.... one of less successful....
There are at least 3 reasons:
1. TOMM - personally I dont mind its IL requirements or enemies ratings. I dont mind if its gona be hard or complicated. But thats just me. Me and lets say 5% of other end game BIS players.
Trick is the rest of players are out of that picture. And its not about this trial being too hard. Being defeated in a pve content is one thing, not being able to even get inside is completly different thing.
That is a bit odd here, becouse devs in the past were able to release a trials with 2 difficulty levels.(Svardborg and Demogorgon) - why not trying that now? Its beyond me...
2. Healing rework - I am aware that there are healers able to heal trough anything without any divinity or other issues. Thing is those are tiny minority. Most of healers still strugle with builds/divinity/power issues. Changes will hurt mostly those one - while changes are in fact dictated with TOMM. New trial is already elitist by both is IL requirements and real difficulty. Now there is more healres over 24k IL then those without divinty issues. (Having IL alone wont make you good) so in fact all those changes are made cos of realy tiny group of professional healers.
And best part is - those healers will came out of it pretty much intact - as changes wont work on them - while majority of healers with almost entire player base making parties with them gona be hurt.
3. Lack of content - there is almost nothing else added to the game apart of TOMM. Yeah few new quests and another ME gring is not enaugh for regular players to stick around. Changes above will exclude them form new trial and posibly with a lot of other content due to drop in healers base. And NO - race is NOT content.
I was just following your argument. Like what you said if following numbers, nw is a dying game so following your logic, Cryptic shld axe the game and just focus on others, maybe new city of heroes or Star Trek lol
They tried to separate pvp w pve didnt they? With tenacity gear? But they HAMSTER up the implementation and got bitten in the HAMSTER. They then scrapped the whole thing. Now u want them to do that again? How are they gonna justify to their bosses?
The healing nerf was necessary. Good healers were overhealing by a lot and it made it so that even a single healer was enough for the new trial, you didn't even need 2 of them.
But the problem is that for every good healer there are several mediocre or bad ones. The best healers *should* be able to overheal - that would suggest that the healing requirements are in line with what the "average" healers can do.
What worries me though is that we might be heading into a future with a serious shortage of healers. Nerfing the healers may mean more of them just cannot keep up, which will result in them getting blamed, which in turn will make some strive to get better, but it will discourage others from playing a healer at all - which will reduce the number of healers - perhaps to the point that wait time for random queues that require healers will get excessive.
Not that it matters much to me personally - yes, my main is a Cleric, but I just don't enjoy playing a healer - the DPS Cleric is much more to my liking.
The healing nerf was necessary. Good healers were overhealing by a lot and it made it so that even a single healer was enough for the new trial, you didn't even need 2 of them.
Well that makes it worse, not better, doesn’t it?
In order to accommodate one single skirmish, as played by BiS players, they make a change that effects everything in the whole game, without testing and probably without even considering the consequences.
And more than that – we have Sharpedge here, the guy who’s always been most concerned about making CW a top dps class (hint: it’s a controller, not a dps class), which the devs actually did in Mod 16, and who probably has the most overpowered toon of the most overpowered class, running on preview where anything BiS that he doesn’t have (if there is anything) can be had for a few copper -- saying, “oh, we don’t actually need 2 healers here, let’s just nerf them until we do.”
Um, yeah. That’s a really good way to make your game design choices. </sarcasm>
Like I said, this TOMM is looking like it’s going to be another Castle Ravenloft. And I don’t mean CR now, after so much power creep and scaling gyrations. I mean CR *when it launched.*
idk my Wizard says Wizard on my character sheet...
They tried to separate pvp w pve didnt they? With tenacity gear? But they HAMSTER up the implementation and got bitten in the HAMSTER. They then scrapped the whole thing. Now u want them to do that again? How are they gonna justify to their bosses?
Dont care about them justifying the bosses here - I do care about pvp potential this game has - and witch gona be waisted without such pvp/pve separation... again
adinosiiMember, NW M9 PlaytestPosts: 4,294Arc User
Killing off the Doohickey basically kills the Gond event too. The only real reason fro doing that was to make a doohickey, but now it serves no purpose whatsoever - ah, well...one less thing to do.
It would have made sense to change the doohickey to be a single target only, and maybe cut its damage by 50%, but to totally kill it like this...well, too excessive.
Divine glow, exhaultation or some other non divinity power, and divinity passives, use Bastion of health and tap tab between every use....not that hard. If the hardest content isn't much of a challenge to heal, then wouldn't all the other content be even easier?
I'm fine with the changes, but I think you are describing a different issue, a mechanics issue. Maybe* divinity regen should have a small delay before any is restored instead of a CD between activation and the rate/amount restored should increase the longer you channel.
Fixing the size of heals by reducing the magnitude is fine, but increasing divinity cost to fix a mechanics issue is sub-optimal.
Also Range currently re forced to play tight to the boss due to combat advantage oversight (the group is healed in one cast) - that changes in the same patch so you are more likely to have to throw out additional heals to compensate for their play style.
Nope. When I play a character with ranged attacks, I stay within reasonable range of the boss for Shadowstalker equip bonus, ease of being healed, sharing the effect of party members' buffing artifacts and set bonuses, etc.
Not that this hasn't been beaten to death in other recent threads, but if players consistently hang out in the way back for no reason, they're responsible for themselves. If they want to play well and coordinate better with party positioning, they'll naturally get more healing.
A clerics bastions currently covers the 20' radius which is an area covering the tank and those who are gaining combat advantage within the current limitations. Not sure why you referencing people fighting on the edge of the map (who does that?), If you and another ranged are just 25' away from the tank you are out of range and potentially need a seperate heal, so doesnt matter if you standing on the edge of the map or just outside the current 20' radius I'm still potentially going to need to throw out an additional heal from time to time.
I don't subscribe to your let them die philosophy, I'm a healer my job is to heal the group - and neither should I be reliant on the rest of the group to manage my divinity levels in order to function as a healer.
I also play a ranged dps class and I'm absolutely not against CA radius being extended - I am against the DC being nerfed over and over and over in the name of so called balance. I could have lived with the healing reduction by itself, the divinity cost increase really bothers me escpecially when the desired outcome is seemingly for me to stand like a muppet for a prolonged period trying to regen divinity (Bloody ridiculous mechanic).
I'm getting to the point where I think they are just never going to achieve balance. The games best feaure used to be it's combat system fast paced and fluid, but now it's just a series of at wills waiting for that 20 - 30 second cool down.
Beside those changes to Oathkeeper and Devout, I can´t find any changes to the totally hamstered and buggy Soulweaver, wich was reported and pointed at endless times. Soul Pact is bugged, leeches up to 80% max HP Warlocks Bargain bugged in terms of healing, that spell deals 6 times the ammount of damage towards the player compared to the healing towards the group. Wraith Shadow is a power noone ever uses, since it does.. nothing (average ammount of healing tics is below 100) Life Bind kills the class repeatedly and by that is from no use except you like to spam scrolls. The class can`t heal content missing a target (no sparkgain), leading to a dead team in lomm 2. boss. I have no understanding of priorities displayed in this patch, it simply looks like you ignore a class repeatedly?
If your benchmark is a Bis paladin with 100% plus outgoing healing and 200%critseverity you will have severe problems in mod 17 to keep a big bunch of player in touch with this game. My advise:do some playtesting yourself and get your own results.
at the end of time, when the Community of this forum is what remains of the player base of this game; We will continue to say what is wrong, and the devs will continue to ignore us as if they were isolated opinions, not the perspective of the target audience.
LOL? why are we nerfing healers? i can understand the pvp aspect of it, but cant u just add something like "does 70% less magnitude and divinity requirement is increased to X amount in pvp maps" ? why nerf PVE?
Btw reducing repels magnitude and increasing disintegrate is not the fix you want for arcanist xd, arcanist is an AP hungry paragon and as long as my encounters give me 2% ap at max, its not worth going there.
The changes were made because of Tower of the Mad Mage, not because of pvp or because of balancing paragons.
Surely the developers could have used a more precise tool for balancing out healing rather than from an end-game, 24k IL dungeon that perhaps only a few of the NWO population will be able to enter at first release.
Changing healing abilities for the clerics and paladins at all stages of playing post level 70 is akin to using a sledgehammer to kill a fly, so to speak.
They tried to separate pvp w pve didnt they? With tenacity gear? But they HAMSTER up the implementation and got bitten in the HAMSTER. They then scrapped the whole thing. Now u want them to do that again? How are they gonna justify to their bosses?
gear doesn't separate mechanics. it needs to be entirely different. basically a system where your pvp toon cannot play pvp and vs versa. the mechanics need to be totally separate. or it just needs to scale you down to like level 10 with the same amount of feats and whatnot as a level ten. make all end game gear obsolete for pvp. you cannot balance pvp and pve together. you ruin both
if not scaled to ten with same toon it needs a different paragon path that is only good for pvp and does not work with any pve content with feats and powers that are for pvp only. you should not be able to enter pvp with a pve paragon path or enter pve with a pvp paragon path. that would be the starting ground imo. otherwise they need to just scrap pvp from this game.
honestly this game just is no good for pvp. I've played a lot of pvp in my day and this is the worst pvp I've ever seen for a variety of reasons. imo it's really just not worth fixing. there are so many other better options out there for pvp. and so much needs to be fixed in pve where the majority of the players are.
Post edited by thefiresidecat on
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lantern22Member, NW M9 PlaytestPosts: 1,111Arc User
edited July 2019
Not surprised about DC heals. Very easy atm - BoH is all you need and you can spam it constantly over and over. Although how about making DC heals fun & challenging to play instead of making it slightly harder and more booooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooorrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrriiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiiinnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnnngggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggggg!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Now nerfing the doohickey - why, is an extra AOE encounter every 30 secs game breaking? I wonder who the miserly mongrel is up there who figures our what players actually like and then nerfs, a pox on you.
Lol u say the pvp sucks in this game and it’s too much to fix and there are better games out there with good pvp. I would say the same for the pve. Even if all bugs are fixed, is the pve in this game ever good? Lol you like doing the same three or four dungeons over and over again? Only one new dungeon per mod or sometimes even no new dungeon. And then after u finish the dungeon, all u get is a black opal for your trouble. Lol.
Pve is very fun. Every day log in do 3 me, then do req lomm, then maybe an raq to get your daily 100k ad, then what? Go to summer festival and play ball? Or go for watcher? Then repeat day after day after day. Damn fun lol
I know saying anything does not matters however i will give it a shot see if this can reach you.
Its now already difficult as to get a party a healer to do some content as its not to mention a capable healer. I played both Cleric and Paladin healer, The beginner and mid geared Paladin healer right as it stands now has difficulties, our biggest heal is magnitude 500 excluding our daily its hard as its hard to heal pass cocoon phrase and keeping party alive on LoMM also other content, regarding the critical even geared at even rate of critical and power will get less than 40% crit chance which is unreliable... even IF its 50% its 50/50 .. i cant tell my team mate that sorry i cant safe you/ you die because i did not CRIT its fated.
IF your NERF on Paladin/cleric healing are base on their performance in ToMM do remember...
Those are END GAMERS which doing the test with optimum gear and its only ONE dungeon What about most of us which still struggling on rest of the game ?
My another doubt that people are saying healing 200k-400k per heal did you guys factor in / look at are each of the players who is receiving the heal ..these numbers might have cause by using TACTICAL ENCHANTMENT which gives 12% incoming heal per piece (60% incoming heal for 5 peices) ? (Maybe with 800 magnitude bastion with end game gear, for paladin 500 magnitude its quite impossible to reach that figure)
If you guys just wanna make it challenging for PVP or ToMM please don't make rest of the community which does not do these content suffers for it....
Instead i suggest add a filter/debuff/Scaling in PVP/ ToMM instead of changing the healing class altogether ...ppl has already adapt and invested or even most of us has our enchantments BOUND on their toons these decision are all made base on what information given to us now in just one MOD basically telling they made a wrong decision on investing and gears choice AGAIN , people will begin think the bad choice is to continue to PLAY NEVERWINTER instead after being betrayed over and over again.
Finally for the love of the game please try not make any more NERF changes.... Mod 16 many veteran and streamers has gave up on the game, now Mod 17 are telling all the newer players get good nothing new for you till mod 18..... on Mod 18's what next?
Here some numbers to back up my statement is the player count for Neverwinter on STEAM Chart on ARC side the ratio probably bout the same
Then tell your teammates to get out of the red. Learn the mechanics instead of relying on healer to save their asses.
Fantastic response but fantasy achieve...even you have a static team try telling to get good don't stand on RED or better yet use Tactical enchantment so i can heal you better... chances are they will ignore you or will no longer part of that static team . Try doing that in pugs next thing you see a vote kick will be coming your way.
Lets be realistic you cant control how people play, not to even to say stand on RED even DPS rushing in-front everyone else for DPS-Master-Race will they listen?
Neverwinter has been a casual game for longest time, people who are most of them enjoy playing it that way, every time changes are made we lose player, making the game harder for like minority of players to set a goal for others its fine but please do it in the way that will not effect other players and dungeon. I do believe Developer has the statistic for what kind of audience most of the players are please look at the numbers instead of listening to minority few "Forum Heroes"
Comments
BTW why dont you share those "neverending divinity" builds for Pala and Cleric here..... lots of players would understood those changes if they would experience this "issue".
Not to mention that making changes cos of one new trial - witch gona be gated for majority of player base anyway is not a smart move.
I was talking numbers in this game... because that is relevant to this game. The numbers of people playing other MMOs is totally irrelevant. No one is making a comparison between NW and other MMOs and quite frankly, if someone is more concerned about numbers in other games they should probably be playing elsewhere.
Guild: Ruathym Corsairs
I already asked @noworries#8859 if he can confirm that new mechanic developed with MOD 16 allows them to separte pvp changes from pve changes - still got no answer.
I belive the answer is "NO" that is why I didnt get response to that.
If thats the case there is no hope to any real rework of pvp in this game.
We gona get back to that point whre pve change ruins pvp balance and vice versa (I know I keep sayin that since 2 years now )
What they really need to do is to make complete rework of PVP system.
It has to be done to make a PVP a helthy, fun and important part of this game.
They did it with a game mechanics, with professions so why not with PVP?
Untill then its pretty pointless to try any pvp here cos changes are gona be a bandaids but nothing more....
> You are missing the point, cleric and paladins heal too well, especially with crit heals becoming more common. The divinity resource management became a non issue as soon as players figured out how to efficiently use it. To the point where they can literally just stand there and spam a heal that heals for 200-400k plus almost without stopping. That is an issue, one that needed to be fixed to make it possible for player's bad decisions like standing in the red to actually get punished. I agree that warlocks can use a buff, but first eliminate clerics and paladins from being too good at healing, then buff warlock up to whatever point they find the other two to be in a good position.
>
> Mhmm....loosing 90% of healers population in the process? Great idea....
>
> BTW why dont you share those "neverending divinity" builds for Pala and Cleric here..... lots of players would understood those changes if they would experience this "issue".
>
> Not to mention that making changes cos of one new trial - witch gona be gated for majority of player base anyway is not a smart move.
Divine glow, exhaultation or some other non divinity power, and divinity passives, use Bastion of health and tap tab between every use....not that hard. If the hardest content isn't much of a challenge to heal, then wouldn't all the other content be even easier?
There are at least 3 reasons:
1. TOMM - personally I dont mind its IL requirements or enemies ratings. I dont mind if its gona be hard or complicated. But thats just me. Me and lets say 5% of other end game BIS players.
Trick is the rest of players are out of that picture. And its not about this trial being too hard.
Being defeated in a pve content is one thing, not being able to even get inside is completly different thing.
That is a bit odd here, becouse devs in the past were able to release a trials with 2 difficulty levels.(Svardborg and Demogorgon) - why not trying that now? Its beyond me...
2. Healing rework - I am aware that there are healers able to heal trough anything without any divinity or other issues. Thing is those are tiny minority. Most of healers still strugle with builds/divinity/power issues.
Changes will hurt mostly those one - while changes are in fact dictated with TOMM.
New trial is already elitist by both is IL requirements and real difficulty. Now there is more healres over 24k IL then those without divinty issues. (Having IL alone wont make you good) so in fact all those changes are made cos of realy tiny group of professional healers.
And best part is - those healers will came out of it pretty much intact - as changes wont work on them - while majority of healers with almost entire player base making parties with them gona be hurt.
3. Lack of content - there is almost nothing else added to the game apart of TOMM. Yeah few new quests and another ME gring is not enaugh for regular players to stick around. Changes above will exclude them form new trial and posibly with a lot of other content due to drop in healers base. And NO - race is NOT content.
What worries me though is that we might be heading into a future with a serious shortage of healers. Nerfing the healers may mean more of them just cannot keep up, which will result in them getting blamed, which in turn will make some strive to get better, but it will discourage others from playing a healer at all - which will reduce the number of healers - perhaps to the point that wait time for random queues that require healers will get excessive.
Not that it matters much to me personally - yes, my main is a Cleric, but I just don't enjoy playing a healer - the DPS Cleric is much more to my liking.
It would have made sense to change the doohickey to be a single target only, and maybe cut its damage by 50%, but to totally kill it like this...well, too excessive.
Fixing the size of heals by reducing the magnitude is fine, but increasing divinity cost to fix a mechanics issue is sub-optimal.
I don't subscribe to your let them die philosophy, I'm a healer my job is to heal the group - and neither should I be reliant on the rest of the group to manage my divinity levels in order to function as a healer.
I also play a ranged dps class and I'm absolutely not against CA radius being extended - I am against the DC being nerfed over and over and over in the name of so called balance. I could have lived with the healing reduction by itself, the divinity cost increase really bothers me escpecially when the desired outcome is seemingly for me to stand like a muppet for a prolonged period trying to regen divinity (Bloody ridiculous mechanic).
I'm getting to the point where I think they are just never going to achieve balance. The games best feaure used to be it's combat system fast paced and fluid, but now it's just a series of at wills waiting for that 20 - 30 second cool down.
Soul Pact is bugged, leeches up to 80% max HP
Warlocks Bargain bugged in terms of healing, that spell deals 6 times the ammount of damage towards the player compared to the healing towards the group.
Wraith Shadow is a power noone ever uses, since it does.. nothing (average ammount of healing tics is below 100)
Life Bind kills the class repeatedly and by that is from no use except you like to spam scrolls.
The class can`t heal content missing a target (no sparkgain), leading to a dead team in lomm 2. boss.
I have no understanding of priorities displayed in this patch, it simply looks like you ignore a class repeatedly?
If your benchmark is a Bis paladin with 100% plus outgoing healing and 200%critseverity you will have severe problems in mod 17 to keep a big bunch of player in touch with this game.
My advise:do some playtesting yourself and get your own results.
Changing healing abilities for the clerics and paladins at all stages of playing post level 70 is akin to using a sledgehammer to kill a fly, so to speak.
if not scaled to ten with same toon it needs a different paragon path that is only good for pvp and does not work with any pve content with feats and powers that are for pvp only. you should not be able to enter pvp with a pve paragon path or enter pve with a pvp paragon path. that would be the starting ground imo. otherwise they need to just scrap pvp from this game.
honestly this game just is no good for pvp. I've played a lot of pvp in my day and this is the worst pvp I've ever seen for a variety of reasons. imo it's really just not worth fixing. there are so many other better options out there for pvp. and so much needs to be fixed in pve where the majority of the players are.
Now nerfing the doohickey - why, is an extra AOE encounter every 30 secs game breaking? I wonder who the miserly mongrel is up there who figures our what players actually like and then nerfs, a pox on you.
I hope the next thing on the list is which class is dealing the most damage in there.
I know saying anything does not matters however i will give it a shot see if this can reach you.
Its now already difficult as to get a party a healer to do some content as its not to mention a capable healer.
I played both Cleric and Paladin healer, The beginner and mid geared Paladin healer right as it stands now has difficulties, our biggest heal is magnitude 500 excluding our daily its hard as its hard to heal pass cocoon phrase and keeping party alive on LoMM also other content, regarding the critical even geared at even rate of critical and power will get less than 40% crit chance which is unreliable... even IF its 50% its 50/50 .. i cant tell my team mate that sorry i cant safe you/ you die because i did not CRIT its fated.
IF your NERF on Paladin/cleric healing are base on their performance in ToMM do remember...
Those are END GAMERS which doing the test with optimum gear and its only ONE dungeon What about most of us which still struggling on rest of the game ?
My another doubt that people are saying healing 200k-400k per heal did you guys factor in / look at are each of the players who is receiving the heal ..these numbers might have cause by using TACTICAL ENCHANTMENT which gives 12% incoming heal per piece (60% incoming heal for 5 peices) ?
(Maybe with 800 magnitude bastion with end game gear, for paladin 500 magnitude its quite impossible to reach that figure)
If you guys just wanna make it challenging for PVP or ToMM please don't make rest of the community which does not do these content suffers for it....
Instead i suggest add a filter/debuff/Scaling in PVP/ ToMM instead of changing the healing class altogether ...ppl has already adapt and invested or even most of us has our enchantments BOUND on their toons these decision are all made base on what information given to us now in just one MOD basically telling they made a wrong decision on investing and gears choice AGAIN , people will begin think the bad choice is to continue to PLAY NEVERWINTER instead after being betrayed over and over again.
Finally for the love of the game please try not make any more NERF changes.... Mod 16 many veteran and streamers has gave up on the game, now Mod 17 are telling all the newer players get good nothing new for you till mod 18..... on Mod 18's what next?
Here some numbers to back up my statement is the player count for Neverwinter on STEAM Chart on ARC side the ratio probably bout the same
https://steamcharts.com/app/109600
Lets be realistic you cant control how people play,
not to even to say stand on RED even DPS rushing in-front everyone else for DPS-Master-Race will they listen?
Neverwinter has been a casual game for longest time,
people who are most of them enjoy playing it that way, every time changes are made we lose player, making the game harder for like minority of players to set a goal for others its fine but please do it in the way that will not effect other players and dungeon. I do believe Developer has the statistic for what kind of audience most of the players are please look at the numbers instead of listening to minority few "Forum Heroes"