Hi developer, I have brought this issue up on other thread(
https://www.arcgames.com/en/forums/neverwinter#/discussion/comment/13122883 ). Sadly it is closed due to reason only the moderator who closed it knows. Anyway, like the previous thread has pointed out, there an is issue between the synergy of paladin with other healer class. When a paladin is geared enough to keep the party safe with his divine barrier, there is little to nothing for another healer to do. Since this mod has made healer's job is to heal ( which is good ), there are no secondary role for healer beside healing. That makes 10man content where healer are put into cooporating with each other, felt too easy especially when working with a geared paladin. While paladin are keeping the blue bar ( divine barrier ) full, the party hp remain untouched which leaves other healer to have nothing to do. Non paladin healer roles feels more like a backup healer who waits for the party to get bursted down rather than a healer who are able to co-heal the party consistently with paladin. That just makes non paladin healer's job too easy and boring.
To solve this, either cryptic need to gives healer a secondary job to do ( like upkeeping buff as suggested in my previous thread ) when the party hp are full or giving enough difficulty to a content to have both paladin and other healer to contantly heal the group. Although the latter might create a problem for casual player who dislike challenging content and other problem that accompany with the drop in dungeon completion statistic.
Anyway, this is as general view to all content in this game. Its not a reference solely to Tomm. So if Tomm difficutly is hard enough to have both healer busy and challenged, then its good. But I'm sure the same cant be said for other content. Thats why i propose to give non paladin healer a secondary job like upkeeping buff. However, i believe there are other solution which I leave that to the open suggestion and discussion in this thread.
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House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
I believe the screenshot speaks for itself about how required OPs are for ToMM. (It isn't mine, I was busy PoEing at the time, but the point stands.)
nerfs'adjustments' for the healers perhaps? Apparently they are still 'over-performing' if only ONE healer is required. 🙄House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
One issue the devs are working on, damage imbalance. The other issue around only needing a healer can be resolved by the devs resolving the damage imbalance; enemies will do more damage and their health will go up to reflect our damage going up with this change. The higher damaging classes will probably be impacted the most as they will probably not gain or gain little in damage compared to the other classes; this would level out the playing field a bit.
IMO further changes are warranted in the game to our gear. Gear should just have two stats combined and HPs. This would make it easier on the devs and make it easier for players to balance out the characters. This update would allow the devs to up gear combined stats a bit and it would make 2 and 3 stat enchantments valuable again. It would also make higher end gear stronger just do to it having higher overall stats.
If all of these changes were implemented the game would be in a better place.
As for the discussion on the OP with other healers; it isn't just with an OP it is having two healers in a group this happens. Now content would be better if the group had to split up and do various task taking along 1 healer and 1 tank. If mechanics required two healers such as a boss places one healer in a prison for 30 seconds and every time a healer is freed soon the other is placed in the prison/box, etc... reflective mechanics that causes no cleansing DoT damage, etc.. there are so many ways the devs can resolve the 1 healer issue and the first IMO is resolving the damage formula and implementing that formula across the game for everything.
Swift Golden Lion: Aureal Armament now properly grants a shield equal to 30% of the target's hit points, increased from 3.33%.
That's why I'm not in agreement with you.
If you think, it's only something that happens if the other healer is a good one. Can happen the same if there is a good Cleric and can happen the same if there is a good Warlock healer. If in a 10 people queue one of the two healer is a really good player as well as a strong character (and well built), probably the other healer has not so much to do.
But this kind of thing (at least for me) didn't happen so often so, I still think 2 healers in a 10 people queue can be in synergy because the group need both of them.
So the synergy issue here are more about player communication rather than the healer class mechanic. When there are 2 or more healer in a group, players need to decide on who is the main and who is the backup so they don't waste heal on top of each other heals. Or they can take one really BIS cleric/paladin/warlock and open the other slot for dps. Guess all is fine and dandy here then.
Having only 1 healer in ToMM is somehow a good new for healers? What?
For the On topic: I should suggest that there are no healing mechanics exclusive to any class. Perhaps each class should EXCEL one mechanic, for example OP in shields, DC in burst, SW in HoT. But all the classes should be capable of using the 3 mechanics.
It´s just my opinion.
House Miliskeera in exile (NW)
Sereska Miliskeera, Lvl 70 OP - Devotion (Just.)/Protection (Just.)
Shizlee Miliskeera, Lvl 70 DC - Divine Oracle (Right.)/Anoited Champion (Faith.)
Finithey Miliskeera, Lvl 70 HR - Stormwarden (Combat)/Pathfinder (Trapper)
Maya Sik-Miliskeera, Lvl 70 CW - Spellstorm
Irae Sik-Miliskeera, Lvl 70 TR - Master Inflitrator
Member - Houseclan t'Charvon (STO)
Shiarrael e'Tal'Aura t'Charvon, LvL 60, Rom Sci
S'aana ir'Virinat t'Charvon, Lvl 60, Rom Eng
T'Lyra, LvL 60, Fed, Vul Sci
Ta'el, Lvl 60, Rom Tac
We still have temporal hp (yellow bar) that could be there too but it could have the same mechanic. If you have temporal hp + shield the dmg could split / 3.
Just an idea.
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