maybe ppl won't play healer because one single class can do everythings alone? There are simply no need of heals in Neverwinter atm. Damage is 1 or 0. Shield are the only things that really help survivability. how can i heal ppl if they pass from max healt to dead?
On xbox queues are not so longer but i know on PC is another story. It is not simple to solve. Maybe the only easy way is or Shields for every heal class or no shields for all class?
I can't really comment on cleric changes because I don't play the class, but I do play paladin and warlock almost exclusively as healers so I will give my thoughts on the changes to both.
Warlock first Lifemark/Lifepact; In principle I like this, having the ability to mark the tank and lock on to them with a focused heal whenever required is quite nice. I do have a couple of problems with it though - the marking itself is quite temperamental and will often drop off for no obvious reason, and if it does it can be difficult to accurately pick out the correct person to re-apply it.
It is unfortunately a serious flaw of the game's targeting system that makes accurately firing off single-target powers both tedious and unreliable. For this reason I am not relishing the thought of having 2 healing/defensive at-wills as I already have to use multiple keybinds to make Soul Reconstruction reliably usable for a normal dungeon run.
Oversoul; Increases your damage dealt by up to 10% the higher your soulweave. Souleater; Deal additional necrotic damage after most attacks. 20 magnitude, drains 10 soulweave.
Both of these seem pointless for the soulweaver paragon. We already have a dps option with the hellbringer path, so shoehorning in damage features for the healing paragon just means we're potentially missing out on useful abilities that are relevant to the healing role. This is particularly annoying because there are few class features for the soulweaver that I would actually consider using, and likewise many of the feats are underwhelming.
Vampiric Embrace For soulweaver only: now costs 200 soulweave, and has no cooldown. For soulweaver only: now heals nearby party members as well.
Not listed here but on preview it shows as having 200 heal magnitude. This is redundant with revitalize, and doesn't benefit from either capstone feat, making it virtually useless, I would never consider using this over revitalize.
Soulstorm: I'm not a huge fan of this in its current form, the effect itself is barely visible so I doubt players will know to stand in it for healing. I'd prefer this if it worked like healing word and automatically seeks out appropriate targets and puts a heal over time on them.
Soul Barrier: this is ok, but I don't understand why it is necessary. It just replicates the functionality of Soul Pact with the added limitation of being confined to a small area, I don't see myself using this over soul pact - especially considering the barriers created will interfere with paladin shielding in trials.
Warlock's Bargain; giving us a way to instantly recharge some soulweave is nice, but I don't like that it came at the cost of losing the ability to cleanse debuffs.
Feypact/Hellpact; I'm about 82% sure I will always choose Feypact over Hellpact with their current states, just because the barriers created by hellpact are so feeble, and again they will interfere with paladin shielding, making it a problematic choice for trials.
Overall I'm not sure what to make of the warlock changes so I will reserve judgment for now. I will say that I like the fact that the self-harm from warlock's bargain and essence drain have been removed. I never liked the fact that the warlock somehow had to be "edgy" and had self damage shoehorned into some of its abilities, honestly I'd like to see the self damage from soul pact go out the window too. Finally, and paradoxically, I am sad that lifebind has been removed though, it was an interesting and useful ability, and it let the warlock enhance the durability of the party in a unique way.
Paladin Feedback I have a lot less to say about the paladin, just because it seems to be in a better position.
Mark of Divinity: I won't repeat myself, so...this is fine. My only problem with it is that it uses an identical symbol to the cleric ability, even something as minor as changing the colour would be helpful, so I know which mark is mine.
Cleansing Touch; like any single-target heal this is a pain to aim with any accuracy.
Sanctuary: I've had a problem with this daily ever since it was added in mod 16. In its current form it isn't really fit for purpose - as being completely immobilized while channeling it leaves you very vulnerable. The limited control immunity while channeling is unfortunately useless as it doesn't apply to any control effect you would encounter in a situation where this power would be useful, in addition the size of the bubble is very small. I'd like to see this work more like the warlock's Soul Barrier in that we just place a seal on the floor and the effect is attached to that. That would at least give an incentive to use this over shield of faith in some situations.
General feelings on the changes I understand why you think these changes are necessary, but honestly I'm not sure I will stick around as a healer if my sole purpose in battle is now to stand around idle, throwing out a heal occasionally because I have to tightly ration my divinity.
That is all I can think of right now, I've probably forgotten a load of stuff I meant to cover so I will likely re-visit this thread after I've had a chance to toy around with builds on preview some more.
I think this is an appropriate time to point out that the cooldowns on our non-resource powers are disproprtionately long for maintaining an engaging combat. I have to manage/ration my resource which means I have to wait to cast it until it is necessary. That's not a bad thing. It's not. That makes a skill requirement of knowing when to cast and when not to. However, this brings us to the position we find ourselves in currently where playing healing isn't engaging because we have long periods of downtime. The fact that our non-resource powers are insanely long cooldown means they're not really useful for filling that time. Our attacks are useless. They do nothing for us and the damage is non-existant. So another possibility in addition to other things which have been suggested is to lower the cooldowns of the non-resource powers so they could more effectively be utilized to create that activity that we need to feel satisfyingly engaged.
Edit: I'm not asking for them to be spammable and never hit the triggers again, just so we're clear. But 25-30 second gaps in doing anything meaningful or interactive are leading to the boredom and frustration you're seeing. Encounter cooldowns, especially for healers who have to be managing their resource for their other powers and can't just "hit when up" but generally across the board also wouldn't be a bad thing, should be balanced around 10-15 second cooldowns *as a maximum* so that we can continually be doing *something*. I can't just throw heals just for fun to use a power because I haven't done *anything* in like a minute except read facebook. Even on live right now I wouldn't do that. I *could* run myself out of divinity being stupid. Being able to use a non-ressource power more than once or twice in that time frame would actually be really nice.
Lore-wise, why on earth do you still keep thinking that warlocks are healers? Did wotc approve that sht?
Warlock is a (newish depending when the last time you played seriously) spontaneous caster along the same lines as a bard really. Just like a bard, it has access to healing and buffing capabilities. I don't know for sure since I haven't actively played in a few years, but I think there's also a subclass that specializes in healing. So yea, it IS approved by WotC, and it CAN be utilized as a heal/buffer role in PnP parties. So there's no lore reason it couldn't be adapted to fit a healing role here.
And, as with all such comments, NWO is *based on* DnD. It is not a virtual replication of it. So any arguments of "It's not like that in real DnD" are really pointless. If you want to play real DnD, go do it. (You should. Everyone should. It's really fun!) This isn't real DnD. It never will be. Things *will* be different.
Have to agree that feats that improve damage on Soulweaver and other healing paths are pointless. In other games I might celebrate improved healer DPS options, but in the current state of NW they do not make sense.
I don't have the patience to refer to the forum rules and see whether or not I'm permitted to name another game here, so let's do this:
There is a popular *ahem* Fantasy MMORPG in which healer DPS (for all 3 classes) is expected at high levels of play due to incoming damage being highly choreographed and healing efficiency being rewarded with additional downtime that should be filled with DPS actions. "Always Be Casting."
Neverwinter's end-game content started moving in this direction with ToMM and continues in this vein with Zariel. Damage goes out at predictable intervals, and healers know approximately when and how much they need to heal (healing requirements increase the more players make mistakes, but ultimately this is an individual player issue of not executing mechanics rather than something healers can completely patch over).
Neverwinter's issues with healer downtime include...
- A full tray of 3 healing encounters may be required to manage the fight even though they are not to spammed - Damaging At-Wills contribute no meaningful damage whatsoever - Damaging Encounters are mostly lackluster and/or compete too intensely for the shared resource pool - As of the time of this feedback, feats that reward inactivity with increased resource generation
With the slate of changes we are looking at with this first M19 patch, healers who are efficient are rewarded with more time to do absolutely nothing. Inefficient healers will feel busier as they exhaust their resources and get everyone killed. Neither extreme is desirable.
You guys just detroyed my Warlock build that has cost me couple of Millions of AD and I guess nothing is going to be done about it. I don't feel interested in playing this game anymore, thx.
You guys just detroyed my Warlock build that has cost me couple of Millions of AD and I guess nothing is going to be done about it. I don't feel interested in playing this game anymore, thx.
From what it looks like right now, the cost part of your build isn't going to change a lot tbh. The playstyle however was destroyed. Agree there.
You guys just detroyed my Warlock build that has cost me couple of Millions of AD and I guess nothing is going to be done about it. I don't feel interested in playing this game anymore, thx.
From what it looks like right now, the cost part of your build isn't going to change a lot tbh. The playstyle however was destroyed. Agree there.
Nope, totally waste of AD. I, while a healer, was a supporter to the party. Lots of effects using harrowstorm and that was my main skill and having benefits from soul defiler as trying to do good damage while healing. Support on incapacitating enemies with paralysis and knock downs. Many effects comming from companion powers from the hits done by harrowstorm.
This completely destroyed my warlock build. Good or bad it was my playstile and it was proven to be good so far. Many tought it was original and very helpful.
I've spent like 3M AD (many from Zen to AD conversion) to have this build on point and now is not helpful anymore. Can use another class, for sure, but just wasted 350K+ AD in campaign patrnage coins.
So, yes. Playstile + Cost part are destroyed. No benefits at all for me
there wouldve been so many possible more useful things healers could do if devs actually played this game lol like a long cooldown instant/faster revive feature, maybe a ranged revival of sorts, some sort of revival sickness removal thats limited by resource or something,
more useful since it seems like things just oneshot people now leaving nothing to heal but i guess were getting another pala healers r op and the other healers manage ur resource better to be a wee bit competent mod
anyways
warlock healers have to learn how to play again, better yet just play pala and not waste time loll
Hello, first forgive me for English, I'm Brazilian and I'm using the help of google translator. (Taking advantage of the cue I would very much like to ask those responsible for programming the forum to allow browser extensions like Google's own to automatically translate posts, the browser can only translate the menu bar and small things outside the posts). People are a lot of work to follow the forum having to copy and paste all the posts on the google translator page. Such help would be most welcome. ♥
Well, I'm main WL Soulweaver, and I also have CL and PL as Alts who heal, I passed the three to the preview and did some tests, I read the feedback from members on the forum a lot and decided to give my share of contribution, I like to think I have voice for what will be done in the future of Neverwinter. Forgive me for the huge text I want to address everything I thought, if it doesn't fit I will divide it into parts.
General Considerations for Basic Changes
First of all I would like to raise a dissatisfaction with all the respect for the Devs, I was unable to understand the need for changes in the magnitudes + healing division + reduction of healing inputs and outputs. It has been said that this will help players with more modest loadouts to perform better. Honestly forgive me this is totally unfair and disrespectful to your players. 1- This will decrease the feeling of conquest and end game progression of new players (something that by the way has been getting lost with some frequency since M16). 2- I spent 1 year and 6 months playing WL DPS until I decided to start investing in the Healer, and you can imagine how much time, physical and mental resources plus some real money aids were needed to put 5 companions in the Legendary and farm companion items repeatedly until you get a good match for a healer. If you really want to make life easier for new people, reduce the amount of AD needed for a companion upgrade as well as the amount of tokens needed to do so. Reduce the value of the Token Pack in the Zen store, add new outgoing companions in the game and drop them and content like juma and Bel, but reducing outgoing so strongly is very sad for those who have already struggled to get there where are we. I read that even though it is currently 3% it will still be relevant because the calculators do this and that, (I do not want and I will not go into the merits of calculations), anyway this is not legal.
Mentions of points already mentioned and Suggestions.
Yes, blueshield is a problem that generates segregation within the NW, I don't know if removing it would be the solution. Imagining a scenario where it is deleted from mechanics and damage from enemies and especially from recent Bosses is reduced by something close to 35% perhaps, the blue shield would no longer be so crucial and that looks promising. It is worth mentioning that even if the enemies' damage was reduced by half, the DPS would still prefer a shielded PL to facilitate their runs. 1- In a reality where Healers coexist with Blue Shield in harmony within the NW, CL needs to earn their Shield too. The best way for healers to coexist without suffering any discrimination is to be able to perform well in what they intend to do.
Suggestion:
In this case we need WL, CL and PL with their respective Shields, differentiating by color PL = Blue, CL = Yellow, WL = Green (I thought of a color as a dark orange resembling magma) because of the hellish theme of barrier, in this case the Shield of the CL should be a brighter yellow to differentiate more from the color of the magma since it pulls a little towards yellow.
2- I agree that not being able to use the Tab to regenerate our resources is unnecessary, as mentioned by the others, there is a lot of idle time for them to use the Tab which is much more interesting than just standing around waiting, and the management of Divinity / Current Soul Spark is a mechanic that differentiates one healer from another and even more dynamism for gameplay. (maybe I agree that in the case of CL and PL the regeneration when praying could be a little greater). Don't get me wrong I loved the new Tab Marks system as well as the healing skill, including putting the activation of CL's Tier 5 feats as an action of holding the tab for 4 brilliant seconds.
Suggestion:
I would like to see a reality where this new system of marks and cures using the tab was added but they maintained the system of prayer. Example: Press Tab 2 times to mark an ally Press the Tab 2 times and hold to channel the healing skill Hold the Tab to regenerate your “divinity”, after releasing the tab it will have an indicator for 2 seconds (the player can have a glow style animation around the body), if the tab is reactivated in the indicated period activates feat X. Remembering that perhaps these new mechanics can exist without the need for changes Mechanics like the example of pressing double or triple holding or not holding, are things that can make the game more dynamic and challenging, and still be effective. magnitudes + division of curra + reduction of curing inputs and outputs. In my view, the cure is quite consistent today except for the segregation generated by the blue shield. For me, these mechanics that are in the preview / suggestions we passed are interesting and can work well added to the magnitudes and status that are in the live (maybe with some slight adjustments of course).
3- Regardless of whether or not you have the option of using the Tab for regeneration, I agree that it would be interesting to add a divinity bar display of the group members, style the sampling of the stamina of the tanks, this would help healers to know when to use one healing based on who has the most “resource” for this, and would also help tanks and dps and know if you really need to use any consumables for healing since they can see if the 2 healers in a trial are low on “resource”.
Suggestion:
These displays can also follow the respective colors of their "features" by giving a green bar for WL and a yellow bar for PL and CL. 4- At this point I will agree with several members regarding the positioning of the tab brand and I will pull some additional ones that may come out of the context a little, but they are applicable in this topic 4.
Suggestions:
They are asking to place the mark higher so that it is not overlapped by the names and bars of HP, you might consider adding this mark on the right side of the HP bar. (Speaking of which, we could have a type of icon / coat of arms to replace our level 80 on the left side of the HP bar with some type of PvE meter, like our level item for example, 25.6, instead of 80). Or maybe something that changes according to the amount of content completed.
Returning to the subject Mark of the tab, they must be differentiated according to class (For the love of jesus, make a worthy mark for WL, a model of curse greater or less reworked perhaps). For CL the wings are a good choice, perhaps slightly smaller and with a more visible outline. For PL I imagined it could be a divine shield, similar to that of PL healer's feat Tier 5 (Emissary of Warding). All people marked can have a highlight around their HP bar something like an external glow that can have their color changed according to the class they marked, following the colors of the supposed Shields of each class, mentioned above. This same brightness can extend to the HP bar shown in the party formation in the upper left corner as well as the addition of the same brand icon next to the HP or the threat bar. Speaking of which, we could already have access to party number 2 of our Trials which would be just below party number1 which you are included in) so that we can have a larger dimension of the 2 parties and still have the individuality of each party.
I would like to add to the subject of overlap, which is very much done when a player climbs on his mount and his name and HP are superimposed on the players, usually staying in the waist area instead of climbing up next to the player so that he remains above his head. (totally out of context, but I imagine it is something easy to solve).
Still a little off topic, but still inside, it would be interesting if you could put a remaining buff / debuff time counter on top of each box. Take the stacks of the soul puppet as an example, in the place where the stack counter could be, the second ones left for the stacks to run out, and on the upper left side of the buff / debuff added the stack number, or that number could be above, outside the buff / debuff square. I even thought of a visual additive that would be a slight contour / external glow, that would be around each square and would move counterclockwise, going out as it approaches the end of the counter.
5- I agree about the look of the soulspark bar with the balls are much more intuitive and easier to calculate, but I liked the new bar too.
Suggestion:
add similar visual meters. Example: In the resource bar we have 1000 units, divide it into 5 parts by tracing the entire bar, dividing it into 5 bars of 20%, or 4 bars of 25%. This division can be different according to the class or standardize all bars with 10 divisions, adding a lighter outline based on each full bar I have, so it is easy to calculate that I need 2 bars for a skill of 200 resources.
Directional feedback / Suggestions
Warlock - WL (Soulweaver) I will talk about what I saw in some specific points here about the WL Healer. 1- As I mentioned earlier, I am enjoying the mechanics you are working on, but ... Where is my Soul Puppet ???? After I started playing WL healer I spent messes telling my friends that Soul Puppet should have some healing function in Soulweaver, can you imagine my frustration when seeing that it was replaced by a random glow? Is there a specific reason why Soul Puppet cannot do this same lifepark healing service?
Suggestion:
If it is a programming case, copy the Soul Puppet code and call it Life Soul Puppet kkkkkkkk. But seriously, take him back to Soulweaver and take Lifepark out of kindness.
2- Speaking of Soulweaver, why did you need to change the name of the resource? I may be talking nonsense and obvious things that I have no idea. But Soulspark is a very functional name in my view.
Suggestion:
if you really need some nomenclature change for easier programming, since in Healer we have a bar of 1000 and in DPS a bar of 30, put Life Souspark, and it's all right, it is more cozy for those who play with 2 loadouts, are familiar names, add a Life in the middle and everything is fine kkkkkkk done you did with Lifemark.
3- The work you did with Immolation Spirits (now Soul Barrier) is just amazing, I have no words to describe how happy and impacted I was to see what you did with this Daily, which is the most unsalted thing that the warlock currently has on the live server. Soul Barrier could have an effect of 15 seconds and a little more magnitude. I would love to see such fabulous work added to Soul Pact. When I use this skill I have the feeling that it just failed, and that I just threw my AP away.
Suggestion:
make an improved animation, similar to the current one but spread across the area of effect, close to the ground and add more allies who can take advantage of this effect increasing to 6 or 8, making it more effective in Trial, ( you can add an aura of green soul energy), similar to what the mobes receive in the insurrection of avernus and runic undermonatian encounters. Increase the duration time to 20 seconds, add an effect of increasing 1% of damage to the affected allies for every 2% of damage that the WL loses with a maximum of 5 stacks. This will cause allies to have 5% more damage after 10 seconds of daily effect and give them another 10 seconds to use this bonus.
4- Warlock's Bargain without cleanser and CD is something that does not make sense to me, I understand that its duration has been doubled and that it also serves to recover resources, but I am thinking of a reality where our requests will be heard and the ways to use the tab for regenerating resources will come back somehow. The point is, this skill was very effective in healing, even with an effect lasting only 5 seconds.
Suggestion:
revert the changes of this skill and return your healing option, it can continue with the 10 seconds of effect and not regenerate resource, and have a cure / cost similar to Vampiric Embrace, but with the option of cleanser, in contrast to differentiate, add more cost and magnitude in Vampiric Embrace something between 400 magnitude for healing and cost of 250 for it to be similar to healing in the area around the PL, and add it in HellPact. (I'm not trying to give suggestions on how to balance the game in mathematical terms, they are only approximate examples that you can evaluate if possible)
5- Speaking of Feat, the Feats seem very simple and generic, besides being totally against my view of the game where yes, you can have the new mechanics of the tab and still use it to regenerate resources, the Tier in which the HellPact is not interesting in a reality where we live in the NW with Shields for all Healers, not to mention that loss of options like life bind takes away a WL class feature that I always hit on the chest to talk about, which is the ways of damage reduction we can provide to allies.
Suggestion:
you can take into account that HellPact should not only address specific skills, but add shield mechanics to almost all skills that generate healing similar to what PL does and so it should be for CL. Soon we have some adjustment possibilities at hand so that these Shield mechanics can be better elaborated. What we are looking for here is an option where any of the 3 Healers can choose between being responsible for the shield in a trial or responsible for the HoT, this makes it possible for PL also to play without generating a shield but more focused on gross healing. Regarding a general Shield mechanic for the classes, it would be very interesting if all shields protect only 50% of the damage and or another 50% were removed from the red life, this would give an additional purpose to have healers without a focus on shield.
Make the Shield system part of the class mechanics of Healer's paragons in general. Adding a Class Features or Feat that changes the value of the Shield generated by a HoT. This counting on the current mechanics of non-accumulation of shield that I particularly think should remain. The reverse can also be done by doing basic HoT healer mechanics and adding a way to convert this to Shield, I really don't know if that would make any difference.
One option that I would like to ask you to evaluate with a lot of affection is the option to make Feats mutable as well as Class Features, because in a reality where you choose to add the shield conversion to HoT in Feats, we have to keep in mind that we would have to have set up 2 Loadouts just to heal, and not all players have more than 2 Base Loadouts. I honestly think that this change will be of help to all classes mainly due to the amount of changes that are coming. For this reason, I really ask you to carefully consider the possibility of leaving Feats open for instant and free changes at any time.
Returning to Feats, for these builds to be more appropriate, the interesting thing is that they put the shield manipulation Feat as Tier 1, so that new players get familiarized early with the differentiated healer options. Let's assume that you address these suggestions in this topic 5, we will then have 3 healer paragons with Shield in their mechanics, so Tier 1 can be composed of: option 1 (converts the shield generated by HoT). Option 2 (increase the generated shield value by 25%). With these options in the case of the PL we can even remove Critical Touch, or reformulate it. Especially because we have a 50% reduction in critical severity.
To conclude this topic 5 considering the above changes as accepted, we can rethink the critical severity change, for a 100% healing restoration or even a 75% change. Thus making the raw and HoT cures to be slightly stronger, since we would have a Feat for shield healer that will already increase it by 25%. (good, but in this case there are already mathematical questions in which I am not a good connoisseur).
Warlock, Cleric, Paladin
General Suggestions for Class Specific Mechanics.
Considering issues of class particularity, a job would have to be done with a little bit of precise characteristics, perhaps with the help of D&D sources, which I don't know much about. However, I would like to raise some suggestions that may be feasible. 1. A current singularity in warlock that I would like to see further explored is the transfer of damage from allies to WL, so Life Bind should remain, as well as new mitigation possibilities. (taking mathematics this can be balanced with the reduction of the total shield that the WL can add). Practical example: if you choose Feat Life Bind, which transfers 10% of the damage received from the group to WL, are all the powers that generate Infernal Barrier reduced by 15%, (because a reduction of 15% and not 10%)? because Life Bind works all the time, or you can reduce the shield by 10%, but it adds a condition where the lifebind only activates if the ally does not have a shield. this makes the feat also usable for a build without a shield. within these mechanics of choice, perhaps an option where the shield in the warlock is 25% stronger passively, since life bind usually kills WL currently with a certain frequency when all allies take damage together, eg Halaster skills. 2. In this same mitigation idea is the reduction of 5% of the reduced damage to enemies with curse that was removed and placed against a very high DC. A passive that gave you this effect in almost 100% of the moments has now been removed and placed in an encounter of more than 25 seconds, and still has a duration of only 6, this is not very productive compared to what you have. These types of characteristics must be added to Class Features and Feats (preferably Feats open for exchange). 3. Imagine the WL as a damage sponge where it sacrifices its HP in support of its allies, "Sacrifice" is the word that must revolve around Soulweaver. It is very pleasurable for the player, when using warlock bargain and know that he has lost 10% of his HP to heal allies, or even when using the Tab without something to exchange HP for healing resources, these types of functions should prevail in mechanics of Warlock. And all of this can be balanced by changing the magnitudes and or% of Infernal Barrier that he can add. 4. Return the curse to Soulweaver, find a role for it. Example enemies with curse when hitting allies have 5% of the damage done passed to the warlock. Things like that, there are ways to add the characteristic sacrifice to WL. 5. Channeling skills such as CL's Astral Shield and PL's Daily prevent players from automatically using them, remove the channeling, allowing PL and CL to use other skills while using the examples above, as well as WL was free to use Soul Barrier. 6. Add stronger characteristics to the CL, such as damage buffs for allies, just as the WL can be seen as a damage sponge based on sacrificing your own HP, the CL can be seen as a divine energy with blessings, bonuses and auras. Add those characteristics to the CL and use the same Shields and HoT reduction artifice that it can put on allies to make things balanced. 7. PL is a plate ready for certain mechanics, it would be very productive if we found a suitable function for the use of your stamina bar. Practical Example 1: allies who received the PL shield receive the divine blessing. Divine blessing converts 5% of the damage received to the PL which in turn has that reduced value of your stamina. Practical Example 2: Casting skills with Shift pressed increases the power of your next cure by 5% in exchange for X stamina value. Practical Example 3: Hold Shift for 2 seconds to channel divine resistance. Divine resistance consumes 50% of your stamina bar to add Divine resistance to nearby allies, leaving them immune to control for 2 seconds, divine resistance persists in allies for 5 seconds. If the allies take damage greater than 25% of their maximum HP during the 5 seconds, they receive a 200 magnitude healing, which consumes 20 deity for each ally that is lasted by the Divine Resistance. (remembering that these numbers are just for example, focus on the mechanics behind the example). Practical Example 4: This one can even be a class mechanic. Whenever the PL receives damage with the Shift pressed, it converts part of the lost stamina to HoT for the allies (lost value of stamina vs cure vs cost of divinity), understand that I don't want stamina to be a second divinity bar, on the contrary it can serve as an aid only, but all healing interactions with stamina must consume adequate divinity. Practical Example 5: when using Daily Power the PL activates its maximum aura, doubling the value of its auras (Class Features) for 15 seconds, adding the Aura Block effect, for allies within an area of 40 units. All damage received by allies with a damage limit of up to 15% of their maximum HP causes the PL to also receive the same damage, however in the form of DoT that will be automatically blocked by your stamina bar, for each X stamina value lost by the DoT in order to generate X HoT value for allies who received the damage. This effect can only occur if stamina> 30%. Realize how there are countless possibilities to bring new mechanics and singularities to the classes, especially for Paladin, because it has a bar that is little used in the healer paragon.
I really hope people read everything kkkkkk, forgive me for the exaggeration in the text, I hope it helps other members of the forum to bring new ideas. And I hope that some of these ideas will help Devs to do more dynamic healing work for players. Have a great week.
there wouldve been so many possible more useful things healers could do if devs actually played this game lol like a long cooldown instant/faster revive feature, maybe a ranged revival of sorts, some sort of revival sickness removal thats limited by resource or something,
more useful since it seems like things just oneshot people now leaving nothing to heal but i guess were getting another pala healers r op and the other healers manage ur resource better to be a wee bit competent mod
anyways
warlock healers have to learn how to play again, better yet just play pala and not waste time loll
Agree. This is really dumb. Warlock had a different playstile, felt different from other healers. Now they are trying to sim pallys. Why not just deprecate the paragon and create another one instead of destroying it?
This is the 3rd time my entire build is destroyed, 5 years ago they did this with my tank, later again with another tank, and now with a healer.
Sad thing with this healing is, I was building my tank to finally do IF and TOMM. I was gonna focus on hit points and incoming healing but now 'incoming healing' seems worthless since it is getting. The boon for it is gonna be nerved. 1% was low enough but now they are cutting it to be .5%. Why? This healing rebalance seems like wasted time and effort. Healing was mostly working fine. Why punish people who work to improve their characters? Also, rank 15 enchnatments should all be useful but this giant nerf means the incoming heal enchants will not be worthy even at rank 15 so people (not me) who used their AD/zen/real $ to get them there will have had it all thrown in the trash since nobody is gonna spend millions of AD to purchase nerfed enchantments.
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Sad thing with this healing is, I was building my tank to finally do IF and TOMM. I was gonna focus on hit points and incoming healing but now 'incoming healing' seems worthless since it is getting. The boon for it is gonna be nerved. 1% was low enough but now they are cutting it to be .5%. Why? This healing rebalance seems like wasted time and effort. Healing was mostly working fine. Why punish people who work to improve their characters? Also, rank 15 enchnatments should all be useful but this giant nerf means the incoming heal enchants will not be worthy even at rank 15 so people (not me) who used their AD/zen/real $ to get them there will have had it all thrown in the trash since nobody is gonna spend millions of AD to purchase nerfed enchantments.
Incoming Healing, from Utility enchantments at least, is still the most useful to stack in those slots. Even a mere 5% total Incoming healing means you are effectively giving a 150k power healer 12.5k more power when they are healing you. (more if they have more power).
POSSIBLE BUG: The marks from the healers are also visible to other players, instead of being visible just to the caster as the post says they should be.
About DC: BUG: You lose all stacks of Cycle of Prayer when using Channel Divinity, even if you want to do something that does not consume divinity (like activating Gathering Light or Angel of Life). Cycle of Prayer stacks should only be dropped if Channel Divinity consumes divinity to cast the single target heal.
So is this the final death of the non-augment companion? Why not just remove them from the game and give everyone augments now? AOE heals that are divided up by the number of targets just ensured that both active companions as well as artifacts like Frozen book with the Ice Warriors will NOT be run in groups.
"Incoming Healing, from Utility enchantments at least, is still the most useful to stack in those slots. Even a mere 5% total Incoming healing means you are effectively giving a 150k power healer 12.5k more power when they are healing you. (more if they have more power). "
The effort and cost to get an enchantment to rank should be rewarded. At 1% that is not worth it. Not compared to other rank 15 enchantments. At this point, it is better to go with the gold bonus or the companion boost since at least with the gold boost you can get decent AD for it.
1% at Rank 15 seems gibberish and is indefensible. Rank 15, again, is top gear, and it being cut at the knees is not cool. And, no, 5% will not make much of a difference. 5 Rank 15 enchantments should give more than a total of 5%. One should be rewarded.
As a tank, I'm already 'punished' because of the defense cap/higher it is the less rewards. Before, I knew how things worked, I raised my defense high (I'm at 130+) but was told that is useless number so it pushes us tanks into just gaining more hit points. Going to take me awhile to get the HP I need before I'm allowed to do IC/TOMM despite having 30ish keys. L0L Now, with the nerf of incoming healing... that's another avenue cut off for us.
Ah well.. 'Tis is life.
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arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
"Incoming Healing, from Utility enchantments at least, is still the most useful to stack in those slots. Even a mere 5% total Incoming healing means you are effectively giving a 150k power healer 12.5k more power when they are healing you. (more if they have more power). "
The effort and cost to get an enchantment to rank should be rewarded. At 1% that is not worth it. Not compared to other rank 15 enchantments. At this point, it is better to go with the gold bonus or the companion boost since at least with the gold boost you can get decent AD for it.
1% at Rank 15 seems gibberish and is indefensible. Rank 15, again, is top gear, and it being cut at the knees is not cool. And, no, 5% will not make much of a difference. 5 Rank 15 enchantments should give more than a total of 5%. One should be rewarded.
As a tank, I'm already 'punished' because of the defense cap/higher it is the less rewards. Before, I knew how things worked, I raised my defense high (I'm at 130+) but was told that is useless number so it pushes us tanks into just gaining more hit points. Going to take me awhile to get the HP I need before I'm allowed to do IC/TOMM despite having 30ish keys. L0L Now, with the nerf of incoming healing... that's another avenue cut off for us.
Ah well.. 'Tis is life.
1% is for R10, not R15. R15 has 2% per slot for a total of 10%. 10% more healing from single target healing ability for your Healer is a big deal still, especially as a tank. What other utility enchantment gives that much of an impact in combat? Certainly not darks where you are talking about values <1% total, even with rank 15s. If anything players should be asking for more options than tacticals for combat utility.
I agree with that last part for sure. 10% is better but still... I think .5% per rank was reasonable. Maybe .33% therefore at rank 15 it be 5%. If someone wants to use 5 enchantment 15s to get a high incoming heal that should be useful. But, I get it. They want less difference between 'top of line' characters' and 'lower end' chaarcters. *shrug*
You guys just detroyed my Warlock build that has cost me couple of Millions of AD and I guess nothing is going to be done about it. I don't feel interested in playing this game anymore, thx.
From what it looks like right now, the cost part of your build isn't going to change a lot tbh. The playstyle however was destroyed. Agree there.
Nope, totally waste of AD. I, while a healer, was a supporter to the party. Lots of effects using harrowstorm and that was my main skill and having benefits from soul defiler as trying to do good damage while healing. Support on incapacitating enemies with paralysis and knock downs. Many effects comming from companion powers from the hits done by harrowstorm.
This completely destroyed my warlock build. Good or bad it was my playstile and it was proven to be good so far. Many tought it was original and very helpful.
I've spent like 3M AD (many from Zen to AD conversion) to have this build on point and now is not helpful anymore. Can use another class, for sure, but just wasted 350K+ AD in campaign patrnage coins.
So, yes. Playstile + Cost part are destroyed. No benefits at all for me
I feel your pain. I've fully specced my warlock to be a completely mobile healer that assists with the DPS dealing damage whenever I can, and being able to quickly target and heal while staying with the majority of the group and also keep them alive. I've spent a lot of AD (almost 5mil at this point, if you include the costs of buying stones, enchants, and everything) and it has proved to be very good. I've even finished Infernal Citadel many times with my warlock healer and can do a LoMM run with zero problems, even if every DPS has -25% incoming healing due to those boots. This whole update will not only destroy my warlock, it will destroy my will to play this game.
You guys just detroyed my Warlock build that has cost me couple of Millions of AD and I guess nothing is going to be done about it. I don't feel interested in playing this game anymore, thx.
From what it looks like right now, the cost part of your build isn't going to change a lot tbh. The playstyle however was destroyed. Agree there.
Nope, totally waste of AD. I, while a healer, was a supporter to the party. Lots of effects using harrowstorm and that was my main skill and having benefits from soul defiler as trying to do good damage while healing. Support on incapacitating enemies with paralysis and knock downs. Many effects comming from companion powers from the hits done by harrowstorm.
This completely destroyed my warlock build. Good or bad it was my playstile and it was proven to be good so far. Many tought it was original and very helpful.
I've spent like 3M AD (many from Zen to AD conversion) to have this build on point and now is not helpful anymore. Can use another class, for sure, but just wasted 350K+ AD in campaign patrnage coins.
So, yes. Playstile + Cost part are destroyed. No benefits at all for me
I feel your pain. I've fully specced my warlock to be a completely mobile healer that assists with the DPS dealing damage whenever I can, and being able to quickly target and heal while staying with the majority of the group and also keep them alive. I've spent a lot of AD (almost 5mil at this point, if you include the costs of buying stones, enchants, and everything) and it has proved to be very good. I've even finished Infernal Citadel many times with my warlock healer and can do a LoMM run with zero problems, even if every DPS has -25% incoming healing due to those boots. This whole update will not only destroy my warlock, it will destroy my will to play this game.
Concerns about modification of play style are totally valid, but from a healing perspective I think it's a little early to say that our Soulweavers will be destroyed. If anything, it's possible that they will come out ahead. Even if investments like Outgoing Healing pets remain drastically reduced in effectiveness vs. where they are now, they will likely be BiS.
Also, it's sad to say, but there is no one doing "good" damage on Soulweaver as it is on live. I used quotes because good is subjective, but none of the healers are putting out meaningful damage except where healing requirements are low and no one else is pulling their weight. Healing Warlock supporting DPS has been basically dead since Temptation was removed from the game (not that Templocks were amazing DPS, but they could contribute some not-insignificant numbers without sacrificing heals).
The one RTQ that is left I do on daily basis need significant more time to pop up. That is all you need to know. The player base declines your changes. You can see in declining population.
As I said after Legendary Mount Gate that if I were CEO I would sack you I repeat it now. I would sack you. Because you are doing a bad job.
If you want make the game better, really better, stop bring in mechanics that left players behind feeling useless. If you really think it's good have OP Heal Shield mechanics, you make all classes with sustained heal - including hybrid arbiter/justicar - mad and feeling useless. Why not change into big damage reduction? It is so EASY... If you keep making the roles more and more odd - with only 1 left combination of skillset ....... what do you think will happen? If you have 10 possible combinations with hybrid ways to play - ppl will exactly do that. They will discover these ways and play more until they find their way to play. With only 1 way left, maybe they dont like that way and quit? And they can see with 1 skillset only very fast..... If you keep that way of changing the tank, that they are more and more in need of dps & heal - because alone they deal less and less damage compared to paingiver and they are not tank enough and 100% in need of heal. You are changing it into a meatshield slave. And this is gonna failing. It's only about can I keep the hit or not. LOL. I can tell you. This will fail. This will not work. You are removing the hero moments of really good tanks, that they can safe up a failing boss moment and clear it alone after all others dead. If it will be like healer dead, tank 100% dead. DPS dead, healer and tank get overwhelmed. That one role cannot do without the other.... you don't need to practice it. The game will be dead in 2 years.
What would be a right balance that is fun? Everyone brings an added value. No one may do things that can make someone else useless. Let me give you some suggestions on how a real gamer would do it. 1. I do not understand at all why the healers should only heal. When they have healed and everyone is at 100%, should they drink coffee? I would remove At-Will heal. Only heal with Encounter/Utility. At all times a player must have the feeling that he/she has something to offer. A good player who is faster in implementation must also have an advantage. This is what my heal would look like: SoulWeaver: Only Heal over Time healing: Singe HoT, Group HoT + new mechanic: Lifebind: intercept X% of incoming damage (always adds value in group/trial content) his atwills only aoe dmg and debuffs reduce damage dealt, reduce speed. Stacks 10 times. (Have always something to do) Cleric: Big AoE Heals. At will aoe dmg opposite like SoulWeaver: Increase damage dealt, increase speed. Stacks 10 times. Paladin: Half heal of Cleric. Change Shields to new mechanic. Let it be a group stacking Shield based on stamina. Intercepts X% of incoming damage. Give him Encounter with income damage reduced, only single target for like bless a tank. He could deal ATWill single target dmg with refreshing stamina per hit. To encourage that he/she has to be active.
SouWeavers would stack with Lifebind. Clerics would have always to heal because everything is only X%. Even the shielders would stack and dont replace. But all in all Healers need significat raise in their DPS dealt by their AtWills. It's demotivating like it's now. Over 15 times lower than DPS don't motivate playing active style.
The tanks need more group value and need things that allow work together. A barbarian could get a group buff like encouraging everyone raise 10% HP. War cry. A war cry to increase group damage dealt 10% to be flexible. Only 1 War cry can be active.
A warrior/paladin could get same group stacking Shield based on stamina like OP Heal. Only lower value. But the tanks really need to get changed, that the ressources that regenerate is not for main tank only that get hit. The second tank in a trial is like useless. Auras?
And so on..... add value please. For everyone. A Warden could increase group deflect severity. You can find something for everyone.
Let me add an easy idea to adress the missing DPS loadout for Paladin. Change Blessed Wanderer for Justicar: From increase 5% damage when alone to -> decrease HP by 40%, increase dmg deal by 10% (=remove the tank) + remove all extra threat generation. Add Blessing of Tempus: Get 25% in Power rating for every HP lost. Because a Tank is encouraged stack in HP. That would result in: 800k HP tank, 140k Power - > 480k HP, 140k Power + (320k(lost)*0.25=80k) =220k Power. Change Class to DPS, not changeable in Random queue. Cool and easy and fair.
What would be a right balance that is fun? Everyone brings an added value. No one may do things that can make someone else useless. Let me give you some suggestions on how a real gamer would do it. 1. I do not understand at all why the healers should only heal. When they have healed and everyone is at 100%, should they drink coffee? I would remove At-Will heal. Only heal with Encounter/Utility. At all times a player must have the feeling that he/she has something to offer. A good player who is faster in implementation must also have an advantage. This is what my heal would look like: SoulWeaver: Only Heal over Time healing: Singe HoT, Group HoT + new mechanic: Lifebind: intercept X% of incoming damage (always adds value in group/trial content) his atwills only aoe dmg and debuffs reduce damage dealt, reduce speed. Stacks 10 times. (Have always something to do) Cleric: Big AoE Heals. At will aoe dmg opposite like SoulWeaver: Increase damage dealt, increase speed. Stacks 10 times. Paladin: Half heal of Cleric. Change Shields to new mechanic. Let it be a group stacking Shield based on stamina. Intercepts X% of incoming damage. Give him Encounter with income damage reduced, only single target for like bless a tank. He could deal ATWill single target dmg with refreshing stamina per hit. To encourage that he/she has to be active.
SouWeavers would stack with Lifebind. Clerics would have always to heal because everything is only X%. Even the shielders would stack and dont replace. But all in all Healers need significat raise in their DPS dealt by their AtWills. It's demotivating like it's now. Over 15 times lower than DPS don't motivate playing active style.
The tanks need more group value and need things that allow work together. A barbarian could get a group buff like encouraging everyone raise 10% HP. War cry. A war cry to increase group damage dealt 10% to be flexible. Only 1 War cry can be active.
A warrior/paladin could get same group stacking Shield based on stamina like OP Heal. Only lower value. But the tanks really need to get changed, that the ressources that regenerate is not for main tank only that get hit. The second tank in a trial is like useless. Auras?
And so on..... add value please. For everyone. A Warden could increase group deflect severity. You can find something for everyone.
The stacking % buffs would give us something like we used to, but unfortunately they said they don't want them in the game like mod 15 which had probably the worst campaign but the highest amount of ''support'' class diversity, even though a cleric and a paladin were almost always a must (some things never change to some classes) you could pick something else depending on what you liked, almost all classes could play has buffers, de-buffers or healers and they weren't just cheap copies of other classes and everyone had a different gameplay style....
Comments
On xbox queues are not so longer but i know on PC is another story. It is not simple to solve. Maybe the only easy way is or Shields for every heal class or no shields for all class?
Warlock first
Lifemark/Lifepact; In principle I like this, having the ability to mark the tank and lock on to them with a focused heal whenever required is quite nice. I do have a couple of problems with it though - the marking itself is quite temperamental and will often drop off for no obvious reason, and if it does it can be difficult to accurately pick out the correct person to re-apply it.
It is unfortunately a serious flaw of the game's targeting system that makes accurately firing off single-target powers both tedious and unreliable. For this reason I am not relishing the thought of having 2 healing/defensive at-wills as I already have to use multiple keybinds to make Soul Reconstruction reliably usable for a normal dungeon run.
Oversoul; Increases your damage dealt by up to 10% the higher your soulweave.
Souleater; Deal additional necrotic damage after most attacks. 20 magnitude, drains 10 soulweave.
Both of these seem pointless for the soulweaver paragon. We already have a dps option with the hellbringer path, so shoehorning in damage features for the healing paragon just means we're potentially missing out on useful abilities that are relevant to the healing role. This is particularly annoying because there are few class features for the soulweaver that I would actually consider using, and likewise many of the feats are underwhelming.
Vampiric Embrace
For soulweaver only: now costs 200 soulweave, and has no cooldown.
For soulweaver only: now heals nearby party members as well.
Not listed here but on preview it shows as having 200 heal magnitude.
This is redundant with revitalize, and doesn't benefit from either capstone feat, making it virtually useless, I would never consider using this over revitalize.
Soulstorm: I'm not a huge fan of this in its current form, the effect itself is barely visible so I doubt players will know to stand in it for healing. I'd prefer this if it worked like healing word and automatically seeks out appropriate targets and puts a heal over time on them.
Soul Barrier: this is ok, but I don't understand why it is necessary. It just replicates the functionality of Soul Pact with the added limitation of being confined to a small area, I don't see myself using this over soul pact - especially considering the barriers created will interfere with paladin shielding in trials.
Warlock's Bargain; giving us a way to instantly recharge some soulweave is nice, but I don't like that it came at the cost of losing the ability to cleanse debuffs.
Feypact/Hellpact; I'm about 82% sure I will always choose Feypact over Hellpact with their current states, just because the barriers created by hellpact are so feeble, and again they will interfere with paladin shielding, making it a problematic choice for trials.
Overall I'm not sure what to make of the warlock changes so I will reserve judgment for now. I will say that I like the fact that the self-harm from warlock's bargain and essence drain have been removed. I never liked the fact that the warlock somehow had to be "edgy" and had self damage shoehorned into some of its abilities, honestly I'd like to see the self damage from soul pact go out the window too. Finally, and paradoxically, I am sad that lifebind has been removed though, it was an interesting and useful ability, and it let the warlock enhance the durability of the party in a unique way.
Paladin Feedback
I have a lot less to say about the paladin, just because it seems to be in a better position.
Mark of Divinity: I won't repeat myself, so...this is fine. My only problem with it is that it uses an identical symbol to the cleric ability, even something as minor as changing the colour would be helpful, so I know which mark is mine.
Cleansing Touch; like any single-target heal this is a pain to aim with any accuracy.
Sanctuary: I've had a problem with this daily ever since it was added in mod 16. In its current form it isn't really fit for purpose - as being completely immobilized while channeling it leaves you very vulnerable. The limited control immunity while channeling is unfortunately useless as it doesn't apply to any control effect you would encounter in a situation where this power would be useful, in addition the size of the bubble is very small. I'd like to see this work more like the warlock's Soul Barrier in that we just place a seal on the floor and the effect is attached to that. That would at least give an incentive to use this over shield of faith in some situations.
General feelings on the changes
I understand why you think these changes are necessary, but honestly I'm not sure I will stick around as a healer if my sole purpose in battle is now to stand around idle, throwing out a heal occasionally because I have to tightly ration my divinity.
That is all I can think of right now, I've probably forgotten a load of stuff I meant to cover so I will likely re-visit this thread after I've had a chance to toy around with builds on preview some more.
Edit: I'm not asking for them to be spammable and never hit the triggers again, just so we're clear. But 25-30 second gaps in doing anything meaningful or interactive are leading to the boredom and frustration you're seeing. Encounter cooldowns, especially for healers who have to be managing their resource for their other powers and can't just "hit when up" but generally across the board also wouldn't be a bad thing, should be balanced around 10-15 second cooldowns *as a maximum* so that we can continually be doing *something*. I can't just throw heals just for fun to use a power because I haven't done *anything* in like a minute except read facebook. Even on live right now I wouldn't do that. I *could* run myself out of divinity being stupid. Being able to use a non-ressource power more than once or twice in that time frame would actually be really nice.
And, as with all such comments, NWO is *based on* DnD. It is not a virtual replication of it. So any arguments of "It's not like that in real DnD" are really pointless. If you want to play real DnD, go do it. (You should. Everyone should. It's really fun!) This isn't real DnD. It never will be. Things *will* be different.
I don't have the patience to refer to the forum rules and see whether or not I'm permitted to name another game here, so let's do this:
There is a popular *ahem* Fantasy MMORPG in which healer DPS (for all 3 classes) is expected at high levels of play due to incoming damage being highly choreographed and healing efficiency being rewarded with additional downtime that should be filled with DPS actions. "Always Be Casting."
Neverwinter's end-game content started moving in this direction with ToMM and continues in this vein with Zariel. Damage goes out at predictable intervals, and healers know approximately when and how much they need to heal (healing requirements increase the more players make mistakes, but ultimately this is an individual player issue of not executing mechanics rather than something healers can completely patch over).
Neverwinter's issues with healer downtime include...
- A full tray of 3 healing encounters may be required to manage the fight even though they are not to spammed
- Damaging At-Wills contribute no meaningful damage whatsoever
- Damaging Encounters are mostly lackluster and/or compete too intensely for the shared resource pool
- As of the time of this feedback, feats that reward inactivity with increased resource generation
With the slate of changes we are looking at with this first M19 patch, healers who are efficient are rewarded with more time to do absolutely nothing. Inefficient healers will feel busier as they exhaust their resources and get everyone killed. Neither extreme is desirable.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
Support on incapacitating enemies with paralysis and knock downs. Many effects comming from companion powers from the hits done by harrowstorm.
This completely destroyed my warlock build. Good or bad it was my playstile and it was proven to be good so far. Many tought it was original and very helpful.
I've spent like 3M AD (many from Zen to AD conversion) to have this build on point and now is not helpful anymore. Can use another class, for sure, but just wasted 350K+ AD in campaign patrnage coins.
So, yes. Playstile + Cost part are destroyed. No benefits at all for me
more useful since it seems like things just oneshot people now leaving nothing to heal but i guess were getting another pala healers r op and the other healers manage ur resource better to be a wee bit competent mod
anyways
warlock healers have to learn how to play again, better yet just play pala and not waste time loll
Well, I'm main WL Soulweaver, and I also have CL and PL as Alts who heal, I passed the three to the preview and did some tests, I read the feedback from members on the forum a lot and decided to give my share of contribution, I like to think I have voice for what will be done in the future of Neverwinter.
Forgive me for the huge text I want to address everything I thought, if it doesn't fit I will divide it into parts.
General Considerations for Basic Changes
First of all I would like to raise a dissatisfaction with all the respect for the Devs, I was unable to understand the need for changes in the magnitudes + healing division + reduction of healing inputs and outputs. It has been said that this will help players with more modest loadouts to perform better. Honestly forgive me this is totally unfair and disrespectful to your players.1- This will decrease the feeling of conquest and end game progression of new players (something that by the way has been getting lost with some frequency since M16).
2- I spent 1 year and 6 months playing WL DPS until I decided to start investing in the Healer, and you can imagine how much time, physical and mental resources plus some real money aids were needed to put 5 companions in the Legendary and farm companion items repeatedly until you get a good match for a healer. If you really want to make life easier for new people, reduce the amount of AD needed for a companion upgrade as well as the amount of tokens needed to do so. Reduce the value of the Token Pack in the Zen store, add new outgoing companions in the game and drop them and content like juma and Bel, but reducing outgoing so strongly is very sad for those who have already struggled to get there where are we. I read that even though it is currently 3% it will still be relevant because the calculators do this and that, (I do not want and I will not go into the merits of calculations), anyway this is not legal.
Mentions of points already mentioned and Suggestions.
Yes, blueshield is a problem that generates segregation within the NW, I don't know if removing it would be the solution. Imagining a scenario where it is deleted from mechanics and damage from enemies and especially from recent Bosses is reduced by something close to 35% perhaps, the blue shield would no longer be so crucial and that looks promising. It is worth mentioning that even if the enemies' damage was reduced by half, the DPS would still prefer a shielded PL to facilitate their runs.1- In a reality where Healers coexist with Blue Shield in harmony within the NW, CL needs to earn their Shield too. The best way for healers to coexist without suffering any discrimination is to be able to perform well in what they intend to do.
Suggestion:
In this case we need WL, CL and PL with their respective Shields, differentiating by color PL = Blue, CL = Yellow, WL = Green (I thought of a color as a dark orange resembling magma) because of the hellish theme of barrier, in this case the Shield of the CL should be a brighter yellow to differentiate more from the color of the magma since it pulls a little towards yellow.2- I agree that not being able to use the Tab to regenerate our resources is unnecessary, as mentioned by the others, there is a lot of idle time for them to use the Tab which is much more interesting than just standing around waiting, and the management of Divinity / Current Soul Spark is a mechanic that differentiates one healer from another and even more dynamism for gameplay. (maybe I agree that in the case of CL and PL the regeneration when praying could be a little greater). Don't get me wrong I loved the new Tab Marks system as well as the healing skill, including putting the activation of CL's Tier 5 feats as an action of holding the tab for 4 brilliant seconds.
Suggestion:
I would like to see a reality where this new system of marks and cures using the tab was added but they maintained the system of prayer.Example: Press Tab 2 times to mark an ally
Press the Tab 2 times and hold to channel the healing skill
Hold the Tab to regenerate your “divinity”, after releasing the tab it will have an indicator for 2 seconds (the player can have a glow style animation around the body), if the tab is reactivated in the indicated period activates feat X.
Remembering that perhaps these new mechanics can exist without the need for changes
Mechanics like the example of pressing double or triple holding or not holding, are things that can make the game more dynamic and challenging, and still be effective. magnitudes + division of curra + reduction of curing inputs and outputs. In my view, the cure is quite consistent today except for the segregation generated by the blue shield. For me, these mechanics that are in the preview / suggestions we passed are interesting and can work well added to the magnitudes and status that are in the live (maybe with some slight adjustments of course).
3- Regardless of whether or not you have the option of using the Tab for regeneration, I agree that it would be interesting to add a divinity bar display of the group members, style the sampling of the stamina of the tanks, this would help healers to know when to use one healing based on who has the most “resource” for this, and would also help tanks and dps and know if you really need to use any consumables for healing since they can see if the 2 healers in a trial are low on “resource”.
Suggestion:
These displays can also follow the respective colors of their "features" by giving a green bar for WL and a yellow bar for PL and CL.4- At this point I will agree with several members regarding the positioning of the tab brand and I will pull some additional ones that may come out of the context a little, but they are applicable in this topic 4.
Suggestions:
- Still a little off topic, but still inside, it would be interesting if you could put a remaining buff / debuff time counter on top of each box. Take the stacks of the soul puppet as an example, in the place where the stack counter could be, the second ones left for the stacks to run out, and on the upper left side of the buff / debuff added the stack number, or that number could be above, outside the buff / debuff square. I even thought of a visual additive that would be a slight contour / external glow, that would be around each square and would move counterclockwise, going out as it approaches the end of the counter.
5- I agree about the look of the soulspark bar with the balls are much more intuitive and easier to calculate, but I liked the new bar too.Suggestion:
add similar visual meters. Example: In the resource bar we have 1000 units, divide it into 5 parts by tracing the entire bar, dividing it into 5 bars of 20%, or 4 bars of 25%. This division can be different according to the class or standardize all bars with 10 divisions, adding a lighter outline based on each full bar I have, so it is easy to calculate that I need 2 bars for a skill of 200 resources.Directional feedback / Suggestions
Warlock - WL (Soulweaver)I will talk about what I saw in some specific points here about the WL Healer.
1- As I mentioned earlier, I am enjoying the mechanics you are working on, but ... Where is my Soul Puppet ???? After I started playing WL healer I spent messes telling my friends that Soul Puppet should have some healing function in Soulweaver, can you imagine my frustration when seeing that it was replaced by a random glow? Is there a specific reason why Soul Puppet cannot do this same lifepark healing service?
Suggestion:
If it is a programming case, copy the Soul Puppet code and call it Life Soul Puppet kkkkkkkk. But seriously, take him back to Soulweaver and take Lifepark out of kindness.2- Speaking of Soulweaver, why did you need to change the name of the resource? I may be talking nonsense and obvious things that I have no idea. But Soulspark is a very functional name in my view.
Suggestion:
if you really need some nomenclature change for easier programming, since in Healer we have a bar of 1000 and in DPS a bar of 30, put Life Souspark, and it's all right, it is more cozy for those who play with 2 loadouts, are familiar names, add a Life in the middle and everything is fine kkkkkkk done you did with Lifemark.3- The work you did with Immolation Spirits (now Soul Barrier) is just amazing, I have no words to describe how happy and impacted I was to see what you did with this Daily, which is the most unsalted thing that the warlock currently has on the live server. Soul Barrier could have an effect of 15 seconds and a little more magnitude. I would love to see such fabulous work added to Soul Pact. When I use this skill I have the feeling that it just failed, and that I just threw my AP away.
Suggestion:
make an improved animation, similar to the current one but spread across the area of effect, close to the ground and add more allies who can take advantage of this effect increasing to 6 or 8, making it more effective in Trial, ( you can add an aura of green soul energy), similar to what the mobes receive in the insurrection of avernus and runic undermonatian encounters. Increase the duration time to 20 seconds, add an effect of increasing 1% of damage to the affected allies for every 2% of damage that the WL loses with a maximum of 5 stacks. This will cause allies to have 5% more damage after 10 seconds of daily effect and give them another 10 seconds to use this bonus.4- Warlock's Bargain without cleanser and CD is something that does not make sense to me, I understand that its duration has been doubled and that it also serves to recover resources, but I am thinking of a reality where our requests will be heard and the ways to use the tab for regenerating resources will come back somehow. The point is, this skill was very effective in healing, even with an effect lasting only 5 seconds.
Suggestion:
revert the changes of this skill and return your healing option, it can continue with the 10 seconds of effect and not regenerate resource, and have a cure / cost similar to Vampiric Embrace, but with the option of cleanser, in contrast to differentiate, add more cost and magnitude in Vampiric Embrace something between 400 magnitude for healing and cost of 250 for it to be similar to healing in the area around the PL, and add it in HellPact. (I'm not trying to give suggestions on how to balance the game in mathematical terms, they are only approximate examples that you can evaluate if possible)5- Speaking of Feat, the Feats seem very simple and generic, besides being totally against my view of the game where yes, you can have the new mechanics of the tab and still use it to regenerate resources, the Tier in which the HellPact is not interesting in a reality where we live in the NW with Shields for all Healers, not to mention that loss of options like life bind takes away a WL class feature that I always hit on the chest to talk about, which is the ways of damage reduction we can provide to allies.
Suggestion:
you can take into account that HellPact should not only address specific skills, but add shield mechanics to almost all skills that generate healing similar to what PL does and so it should be for CL. Soon we have some adjustment possibilities at hand so that these Shield mechanics can be better elaborated. What we are looking for here is an option where any of the 3 Healers can choose between being responsible for the shield in a trial or responsible for the HoT, this makes it possible for PL also to play without generating a shield but more focused on gross healing. Regarding a general Shield mechanic for the classes, it would be very interesting if all shields protect only 50% of the damage and or another 50% were removed from the red life, this would give an additional purpose to have healers without a focus on shield.Make the Shield system part of the class mechanics of Healer's paragons in general. Adding a Class Features or Feat that changes the value of the Shield generated by a HoT. This counting on the current mechanics of non-accumulation of shield that I particularly think should remain. The reverse can also be done by doing basic HoT healer mechanics and adding a way to convert this to Shield, I really don't know if that would make any difference.
One option that I would like to ask you to evaluate with a lot of affection is the option to make Feats mutable as well as Class Features, because in a reality where you choose to add the shield conversion to HoT in Feats, we have to keep in mind that we would have to have set up 2 Loadouts just to heal, and not all players have more than 2 Base Loadouts. I honestly think that this change will be of help to all classes mainly due to the amount of changes that are coming. For this reason, I really ask you to carefully consider the possibility of leaving Feats open for instant and free changes at any time.
Returning to Feats, for these builds to be more appropriate, the interesting thing is that they put the shield manipulation Feat as Tier 1, so that new players get familiarized early with the differentiated healer options. Let's assume that you address these suggestions in this topic 5, we will then have 3 healer paragons with Shield in their mechanics, so Tier 1 can be composed of: option 1 (converts the shield generated by HoT). Option 2 (increase the generated shield value by 25%). With these options in the case of the PL we can even remove Critical Touch, or reformulate it. Especially because we have a 50% reduction in critical severity.
To conclude this topic 5 considering the above changes as accepted, we can rethink the critical severity change, for a 100% healing restoration or even a 75% change. Thus making the raw and HoT cures to be slightly stronger, since we would have a Feat for shield healer that will already increase it by 25%. (good, but in this case there are already mathematical questions in which I am not a good connoisseur).
Warlock, Cleric, Paladin
General Suggestions for Class Specific Mechanics.
Considering issues of class particularity, a job would have to be done with a little bit of precise characteristics, perhaps with the help of D&D sources, which I don't know much about. However, I would like to raise some suggestions that may be feasible.1. A current singularity in warlock that I would like to see further explored is the transfer of damage from allies to WL, so Life Bind should remain, as well as new mitigation possibilities. (taking mathematics this can be balanced with the reduction of the total shield that the WL can add).
Practical example: if you choose Feat Life Bind, which transfers 10% of the damage received from the group to WL, are all the powers that generate Infernal Barrier reduced by 15%, (because a reduction of 15% and not 10%)? because Life Bind works all the time, or you can reduce the shield by 10%, but it adds a condition where the lifebind only activates if the ally does not have a shield. this makes the feat also usable for a build without a shield. within these mechanics of choice, perhaps an option where the shield in the warlock is 25% stronger passively, since life bind usually kills WL currently with a certain frequency when all allies take damage together, eg Halaster skills.
2. In this same mitigation idea is the reduction of 5% of the reduced damage to enemies with curse that was removed and placed against a very high DC. A passive that gave you this effect in almost 100% of the moments has now been removed and placed in an encounter of more than 25 seconds, and still has a duration of only 6, this is not very productive compared to what you have. These types of characteristics must be added to Class Features and Feats (preferably Feats open for exchange).
3. Imagine the WL as a damage sponge where it sacrifices its HP in support of its allies, "Sacrifice" is the word that must revolve around Soulweaver. It is very pleasurable for the player, when using warlock bargain and know that he has lost 10% of his HP to heal allies, or even when using the Tab without something to exchange HP for healing resources, these types of functions should prevail in mechanics of Warlock. And all of this can be balanced by changing the magnitudes and or% of Infernal Barrier that he can add.
4. Return the curse to Soulweaver, find a role for it. Example enemies with curse when hitting allies have 5% of the damage done passed to the warlock. Things like that, there are ways to add the characteristic sacrifice to WL.
5. Channeling skills such as CL's Astral Shield and PL's Daily prevent players from automatically using them, remove the channeling, allowing PL and CL to use other skills while using the examples above, as well as WL was free to use Soul Barrier.
6. Add stronger characteristics to the CL, such as damage buffs for allies, just as the WL can be seen as a damage sponge based on sacrificing your own HP, the CL can be seen as a divine energy with blessings, bonuses and auras. Add those characteristics to the CL and use the same Shields and HoT reduction artifice that it can put on allies to make things balanced.
7. PL is a plate ready for certain mechanics, it would be very productive if we found a suitable function for the use of your stamina bar.
Practical Example 1: allies who received the PL shield receive the divine blessing. Divine blessing converts 5% of the damage received to the PL which in turn has that reduced value of your stamina.
Practical Example 2: Casting skills with Shift pressed increases the power of your next cure by 5% in exchange for X stamina value.
Practical Example 3: Hold Shift for 2 seconds to channel divine resistance. Divine resistance consumes 50% of your stamina bar to add Divine resistance to nearby allies, leaving them immune to control for 2 seconds, divine resistance persists in allies for 5 seconds. If the allies take damage greater than 25% of their maximum HP during the 5 seconds, they receive a 200 magnitude healing, which consumes 20 deity for each ally that is lasted by the Divine Resistance. (remembering that these numbers are just for example, focus on the mechanics behind the example).
Practical Example 4: This one can even be a class mechanic. Whenever the PL receives damage with the Shift pressed, it converts part of the lost stamina to HoT for the allies (lost value of stamina vs cure vs cost of divinity), understand that I don't want stamina to be a second divinity bar, on the contrary it can serve as an aid only, but all healing interactions with stamina must consume adequate divinity.
Practical Example 5: when using Daily Power the PL activates its maximum aura, doubling the value of its auras (Class Features) for 15 seconds, adding the Aura Block effect, for allies within an area of 40 units. All damage received by allies with a damage limit of up to 15% of their maximum HP causes the PL to also receive the same damage, however in the form of DoT that will be automatically blocked by your stamina bar, for each X stamina value lost by the DoT in order to generate X HoT value for allies who received the damage. This effect can only occur if stamina> 30%.
Realize how there are countless possibilities to bring new mechanics and singularities to the classes, especially for Paladin, because it has a bar that is little used in the healer paragon.
I really hope people read everything kkkkkk, forgive me for the exaggeration in the text, I hope it helps other members of the forum to bring new ideas. And I hope that some of these ideas will help Devs to do more dynamic healing work for players. Have a great week.
This is the 3rd time my entire build is destroyed, 5 years ago they did this with my tank, later again with another tank, and now with a healer.
The effort and cost to get an enchantment to rank should be rewarded. At 1% that is not worth it. Not compared to other rank 15 enchantments. At this point, it is better to go with the gold bonus or the companion boost since at least with the gold boost you can get decent AD for it.
1% at Rank 15 seems gibberish and is indefensible. Rank 15, again, is top gear, and it being cut at the knees is not cool. And, no, 5% will not make much of a difference. 5 Rank 15 enchantments should give more than a total of 5%. One should be rewarded.
As a tank, I'm already 'punished' because of the defense cap/higher it is the less rewards. Before, I knew how things worked, I raised my defense high (I'm at 130+) but was told that is useless number so it pushes us tanks into just gaining more hit points. Going to take me awhile to get the HP I need before I'm allowed to do IC/TOMM despite having 30ish keys. L0L Now, with the nerf of incoming healing... that's another avenue cut off for us.
Ah well.. 'Tis is life.
Also, it's sad to say, but there is no one doing "good" damage on Soulweaver as it is on live. I used quotes because good is subjective, but none of the healers are putting out meaningful damage except where healing requirements are low and no one else is pulling their weight. Healing Warlock supporting DPS has been basically dead since Temptation was removed from the game (not that Templocks were amazing DPS, but they could contribute some not-insignificant numbers without sacrificing heals).
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
That is all you need to know. The player base declines your changes. You can see in declining population.
As I said after Legendary Mount Gate that if I were CEO I would sack you I repeat it now. I would sack you. Because you are doing a bad job.
If you want make the game better, really better, stop bring in mechanics that left players behind feeling useless. If you really think it's good have OP Heal Shield mechanics, you make all classes with sustained heal - including hybrid arbiter/justicar - mad and feeling useless. Why not change into big damage reduction? It is so EASY...
If you keep making the roles more and more odd - with only 1 left combination of skillset ....... what do you think will happen? If you have 10 possible combinations with hybrid ways to play - ppl will exactly do that. They will discover these ways and play more until they find their way to play. With only 1 way left, maybe they dont like that way and quit? And they can see with 1 skillset only very fast.....
If you keep that way of changing the tank, that they are more and more in need of dps & heal - because alone they deal less and less damage compared to paingiver and they are not tank enough and 100% in need of heal. You are changing it into a meatshield slave. And this is gonna failing. It's only about can I keep the hit or not. LOL. I can tell you. This will fail. This will not work. You are removing the hero moments of really good tanks, that they can safe up a failing boss moment and clear it alone after all others dead. If it will be like healer dead, tank 100% dead. DPS dead, healer and tank get overwhelmed. That one role cannot do without the other.... you don't need to practice it. The game will be dead in 2 years.
You are no real gamers. That's the problem.
1. I do not understand at all why the healers should only heal. When they have healed and everyone is at 100%, should they drink coffee? I would remove At-Will heal. Only heal with Encounter/Utility. At all times a player must have the feeling that he/she has something to offer. A good player who is faster in implementation must also have an advantage.
This is what my heal would look like:
SoulWeaver: Only Heal over Time healing: Singe HoT, Group HoT + new mechanic: Lifebind: intercept X% of incoming damage (always adds value in group/trial content) his atwills only aoe dmg and debuffs reduce damage dealt, reduce speed. Stacks 10 times. (Have always something to do)
Cleric: Big AoE Heals. At will aoe dmg opposite like SoulWeaver: Increase damage dealt, increase speed. Stacks 10 times.
Paladin: Half heal of Cleric. Change Shields to new mechanic. Let it be a group stacking Shield based on stamina. Intercepts X% of incoming damage. Give him Encounter with income damage reduced, only single target for like bless a tank. He could deal ATWill single target dmg with refreshing stamina per hit. To encourage that he/she has to be active.
SouWeavers would stack with Lifebind. Clerics would have always to heal because everything is only X%. Even the shielders would stack and dont replace. But all in all Healers need significat raise in their DPS dealt by their AtWills. It's demotivating like it's now. Over 15 times lower than DPS don't motivate playing active style.
The tanks need more group value and need things that allow work together. A barbarian could get a group buff like encouraging everyone raise 10% HP. War cry. A war cry to increase group damage dealt 10% to be flexible. Only 1 War cry can be active.
A warrior/paladin could get same group stacking Shield based on stamina like OP Heal. Only lower value.
But the tanks really need to get changed, that the ressources that regenerate is not for main tank only that get hit. The second tank in a trial is like useless. Auras?
And so on..... add value please. For everyone. A Warden could increase group deflect severity. You can find something for everyone.
Change Blessed Wanderer for Justicar: From increase 5% damage when alone to -> decrease HP by 40%, increase dmg deal by 10% (=remove the tank) + remove all extra threat generation. Add Blessing of Tempus: Get 25% in Power rating for every HP lost. Because a Tank is encouraged stack in HP.
That would result in: 800k HP tank, 140k Power - > 480k HP, 140k Power + (320k(lost)*0.25=80k) =220k Power.
Change Class to DPS, not changeable in Random queue. Cool and easy and fair.