In the current state Divine Touch has no use as an AoE heal compared to Divine Shelter. In group content it is sure that it heals less than Divine Shelter and Divine Shelter does a much better job in getting the heal to everyone (due to its 4x more radius). Divine Touch becomes worse than Divine Shelter if it hits 3 targets. Especially in trials there is no chance that Divine Touch will be used because it hits up to 10 targets. Now Divine Touch is basically a worse version of Divine Shelter.
As a single target heal Divine Touch is also useless. Cure Wounds now heals for 500 maginutude for 30 Divinity. Divine Touch heals 1000 magnitude for 200 Divinity. No one will cast Divine Touch on a single target because of the huge Divinity waste it is. Furthermore if you want to have a high single target heal a paladin will use Hand of Divinity for 1500 magnitude.
tl;dr Divine Touch fits in no situation where it can be usefull.
Thank you for the feedback. We agree that Divine Touch is in a bit of a bad state at the moment, and are considering adjustments.
You have to change mechanics of blue shields otherwise small shields of warlocks always will interrupt big shields of paladins and.. no one will take warlocks in group 100%. To fix this you need to change mechanics of shields from always replace active shield to replace shield only if new shield is bigger.
You don't need to put a large image in the body of your post to get us to read it. Even if we don't find the time to respond individually, please know that your feedback does make it to us. The image doesn't have any impact on the chance that we'll read your post.
In regards to shields—please note that warlocks can choose not to use their shields. Warlock shields are only applied if they have chosen hellpact, or if they are explicitly using the infernal barrier at-will. When in 10-player parties with two healers, and teamed up with a Paladin, it would be optimal to switch to feypact, and not use infernal barrier regardless of whether they were overriden.
While I do understand the desire for shields to work in a different way, note that there are of course downsides to all manners in which they might work. Firstly, we do not plan to allow shields to stack—this behavior would be too powerful—further suppressing the need for actual healing.
However, would could imagine the more powerful shield always remaining intact, however, note that these shields do have durations. A more powerful shield with 3 seconds remaining preventing a slightly weaker shield from being applied 4 seconds before a large attack hits the party would be absolutely infuriating.
We believe it is simpler that all shields behave in the manner that the currently behave, but of course, we are always monitoring performance and feedback. Note that the warlock's lifespark companion can apply shields when the warlock chooses hellpact as well, but that these shields which are rather small, will only be applied to players who do not currently have any shield.
@asterdahl I'm glad that someone finally said something, but this response stings and feels out of touch. You want players to be able to fail, that's great, I'm all for it. But the game still has the issue of most encounters leaving players at 100% or 0% health. There is little time to heal - especially in new content.
As has been stated many times - and I'm sure I speak for quite a few people when I say this - over shields are functionally broken. Being able to straight up prevent damage from being taken is overpowered. It seems as though content is being balanced around over shields. Instead of learning fight mechanics properly or balancing their stats properly, most players would rather just opt to have a pally to cover mistakes. Why *would* you bring warlock or cleric when pally will be better in 90% of situations?
While this is a healer thread, I know that healers don't exist in a void. The HP stacking approach of tanking has lead to very high dmg numbers in order to properly challenge strong tank players and prevent them from being invincible. I think this HP stacking approach is having a trickle down effect. DMG needs to be high to hurt tanks -> dps are squishy and pop before healers have time to heal -> pally shields are a perfect way to give DPS players the extra padding they need to survive encounter to encounter.
This is actually one of a number of underlying issues that leaves players unsatisfied with how healing is done. Some of the others are the power/crit balance which results in most of a healer's stat allocation needing to be in power and crit, and the need to run a full support tray. Those together mean healer DPS contribution is pretty much meaningless, especially when competing with dps players with 200k+ power.
NOTE: The power crit thing is only going to get worse as time goes on. Especially with the ever shifting goalpost (not inherently a bad thing - actually is good for an MMO) resulting in enchantments becoming a smaller and smaller percentage of a player's stats. I mean, BiS rings for healers are striking rings - melee rings... why?? the whole power crit thing is a problem thats only going to get worse with time. Fixing these shortcomings with boons is also quite sad as boons give small bonuses. Instead of making boons near meaningless, I think older campaigns should always be in 2x currency or something to that effect. This allows new players to catchup while not feeling as though their time is being wasted on boons that are hardly helping them.
Please address this. Of course, I expect and official decision to take some time, but work with us.
Edit: Even letting us know that things *are* being looked into is better than silence. The silence is what gets a lot of community members upset. And as other people have said, I'd rather devs be spending their time working on issues rather than spending time here on forums responding to every comment. Yet, I still think communication on these official feedback threads is very important.
Since lifebind was removed from warlock, I think giving pally something like old knight's valor would be a much more balanced option and fits with the protective theme of paladin. This approach would also incentivize building a tank and heal loadout - something that's been made a bit easier with the change to outgoing healing.
As for the careful healing spells bit - you say you want healers to be careful when to use heals but you also reduce AOE healing the more people in it. As of now, DPS/Tank players have no idea how much they're taxing their healers. With the somewhat normalized divinity bars why not add a healer "divinity meter" like the tank's stamina gauge?
Personally, I don't mind more at-will targeting healing. I play soulweaver and soul reconstruction is honestly one of my favorite powers in the game. However, for some people targeting is very difficult (not to mention busted on console). There's also the issue of positioning. I use soul recontruction as my main healing ability and shatterspark for bursts of healing or healing multiple targets. Warlock has shadow slip which is basically just a sprint. This allows the class to be very mobile and position properly for at-will healing no matter what the group is doing. This doesn't transfer over too well to cleric and pally who are much slower to react.
I agree that healing is very strong right now and needs some adjustments. A healer shouldn't be able to just heal through failed mechanics. However, I'm afraid that mindset is going to increase the divide between endgame players and casual players. One of my favorite things to do is to just PUG some RTQ or REDQ - I really enjoy group content and its the reason I continue to play the game after all these years. However, I've been in many a group where the *only* reason the group was able to succeed was because I ended up hard carrying in healing. This is a problem in RTQ especially when an inexperienced/undergeared healer isn't quite pulling their weight. The suggested changes seem to work under the assumption that all groups will have lots of coordination and the ability to communicate. Lets not forget that in PUGs language barriers exist. How are we supposed to deal with players that are far too weak for whatever instance if we cant speak to them? There's also a population of players that PUG for their random dailies but have zone, say, and party chat muted. What are we supposed to do about them? Kick them? I don't think that's right.
Maybe things should've gone in the opposite direction. The reason soulweaver is so fun to play to me is *because* of the very dynamic soulspark meter that punishes you for not managing your resources properly. Instead of giving everyone the divinity treatment, I think giving all healers a smaller but more dynamic resource pool is a much more entertaining option. It increases the skill ceiling of healing in general without making it feel sluggish and boring. It's also something the healer needs to learn to manage by balancing low cost ST heals and higher cost AOE heals.
Again, I'd like to thank all of you work for the hard work especially given the state of the world and I hope you are all staying safe.
Both feats rework are bad Battle prayer feat paired with gathering light causes a probem, whenever an encounter is used, the healer can't cast gathering light, because the effect of battle prayer remains for light of divinity and its 200 divinity cost, this will suffocate divinity and leaves no timing for desired divinity cosumption while running out of it. Additionally, it is harder to gain divinity while in battle, At what moment is righteousness working? cause the divinity regen seems lower and bastion and healing word still consume their exact divinity cost.
Circle of power gives no chance for a real divinity regeneration, we will aways consume divinity, at will, encounter and now tab, resetting it without benefits at all and out of combat it regenerates fast, but we don't need it to be good out of combat.
Thank you for the feedback! In regards to battle prayer and gathering light—it should still be possible to cast gathering light while battle prayer is active by letting the bar fill all the way. It is the case that you can cast it faster under these circumstances and with a reduced divinity cost. I will look into this behavior and ensure that there are no issues. There are absolutely some bugs currently on the preview shard. Some of these were fixed in this week's build, and some will continue to be fixed.
In regards to cycle of prayer—this power does by design encourage a feast and famine approach to healing, where you hold out a bit longer before casting spells which cost divinity, and when you do cast them—cluster them together. But I believe that the result of this feat when used properly is still a noticeable positive increase to divinity regeneration. Hopefully if this is not your desired style of gameplay, when any potential issues are resolved with battle prayer, you will find it a useful addition.
( Firstly, you've got an error somewhere that makes the comment get deleted if someone else posts a comment while you edit)
As a warlock main, these are my two cents about the changes so far.
- Cleanse. The warlock needs a cleanse - any cleanse. A healer without a cleanse is an incomplete healer, and being the one class without a cleanse is going to guarantee we will not be picked for runs.
- Revitalize One of the major things that made the warlock fun and unique to me, was the strategical aspect of positioning and being more active in combat. The fact that positioning well could make or break the success of the role is very rewarding and where a difference in skill has a large impact. Having an aimed heal (and with a divinity bar to boot) makes the class feel much more like a point and click cleric, only with green colors.
Also, the cost of 200 is a bit too high. If something goes sideways, I'll only be able to cast 5 of them before running out of soulweave, and there is no good panic insta regen option here. I think 150 would be a better cost. That'd give me 6 of them with a little left over for some emergency ST healing.
-Shields. So far from what I have seen, the shield the warlocks can put up are tiny. Nowhere near where I'd expect a 450 magnitude heal from a player with all 5 outgoing heal companions and 150k+ power. And they don't stack, so no way of making the shield bigger by casting several times. This makes them feel quite redundant in their current form.
-The ST tab mechanic is interesting and quite practical. No need to find the tank in a huge pile of mobs if they're already tagged. I think this is a fun change. The slight delay when pressing tab and when the tank gets healed might be troublesome, but on the other hand, might teach players to anticipate, so I don't think it's a bad thing (yet).
Thank you for the feedback! I'm really glad to hear you're enjoying the lifemark and command lifespark mechanic! In regards to the cost of revitalize being too high—you do have quite a few other heals in your repertoire now as well, in addition to your lifespark's heals. We do want the use of powerful heals like revitalize to be a bit more restrictive, but we will keep an eye on the soulweaver's performance.
As far as shields go, the magnitude of your shields should be based on your heals. If the heal is listed as granting a 50% barrier, and you heal for 100,000, a 50,000 hit point shield should be applied. If this doesn't appear to be happening, please let us know as much about your character as you can, or include your character's name. We'll take a look as soon as we are able!
Finally, we are aware that there is an issue wherein soulweaver does not currently have access to cleanse, and are looking into ways to provide them with access to one. I apologize for the inconvenience.
Hey everyone, thank you all for taking the time to check out the changes and provide feedback! I want to respond to a particular item of feedback that has come up multiple times.
In regards to the large shields paladin can currently apply—particularly the feat emissary of warding. We have been monitoring the performance of paladin since the launch of module 16. We do want paladin to maintain its unique playstyle, and to maintain the feeling of gaining an added benefit from critical strikes.
However, we also understand that the shields have become so large as to be problematic in providing a place for standard healing, and allowing a balanced playing field where all healers can have their own niche. We wanted to ensure that we did not act hastily in nerfing paladins, and that we could make adjustments that didn't make them feel significantly weaker than their counterparts.
However, in addition to the overall critical severity reduction to healing in Module 19 announced at the start of this thread, this week's build has also featured a reduction from a +100% effectiveness boost to shields granted by emissary of warding to a +50% effectiveness boost. This is a significant reduction in the strength of shields that can be applied. However, we believe that oathkeepers will still remain a strong choice, and that their unique playstyle will remain in tact, even with these changes. They will also still have plenty of motivation for desiring increased critical chance.
While it will still be possible to create "overshields" as some of you have referred to the phenomenon of creating a shield that exceed's the target's maximum health, the frequency with which this occurs, particularly from AoE heals, or even strong single target heals on tanks—will be significantly reduced.
In regards to feedback about using tab to mark a single player being difficult, we do understand the feedback. Internally, we had originally tested a version of the mark which simply cycles through your party members in order. Some found this efficient while others found it very unintuitive. We'd like to be able to provide this as an alternate method of using tab to mark your party members, however, we currently have no means to offer alternate targeting methods for a single power without incorporating those choices into class features or feats, which did not feel great. While we may not be able to provide an alternate targeting method right away, we are investigating potential improvements we can make.
That said—a lot of feedback has been about switching targets, note that in group play for the most part you should be safe leaving the mark on the tank, and using other powers to spot heal your teammates. The tab mechanic is meant to provide a reliable way to heal the tank, even when targeting them may be difficult due to positioning. Please give it a try in group play when you have a chance.
One additional note about the various mark mechanics—as of yesterday's build—the visual effects should only show up for the caster of the mark. This was always the intent, however, there was a technical limitation on our end that prevented this. The fix simply did not make it in for the initial preview build. In other words, the recipient of a mark will no longer see it, which means there won't be times when multiple marks are visually overlapping one another in groups with multiple healers.
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.
Thanks for the feedback! We are looking into what adjustments we can make so that a healer's contributions to damage, and general engagement is higher during periods of downtime between healing, especially in content where it may be possible to not fully devote one's loadout to heals.
So, after reworking my cleric completely after Mod 16, spending a fortune for companions and having the correct mods on my gear, now all of that is pretty much useless. Do you ever consider the cost of time/money/energy people have put into the characters before you make these sweeping changes?
Absolutely, the amount of disruption that changes can cause are always a major factor in our deliberations about whether to make changes. Often times, when we are slow to make changes, those are the primary reasons. As was the case here, where these large healing effects were left in place since the launch of Module 16. And when we do have to make changes, we greatly appreciate your patience. I'd also like to personally apologize for any disruption that these changes may have caused you.
In the case of utility enchantments and companions which grant increases to healing however—please note that though the values on these powers have been decreased dramatically, it is only because these effects were dramatically out of line with other options for those slots, given their item level. For instance, outgoing healing bonuses offered by companions were often five times stronger than taking the equivalent amount of power for healing.
We have engineered these adjustments so that in most cases, it is still best in slot to take these sources of outgoing healing for a healer, but it is not orders of magnitude stronger than taking power. We believe that in most cases, your current setup will not have to change, even if the overall power of these effects is reduced.
In some cases, like mine, the changes destroy my build completely. Any action is taken to compensate this? I coudn't even enjoy my build for 1.5 months. This is not a Beta, anymore, get that in your head. You canot simply sweep everything just because of your dumb decisions
4
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
So, after reworking my cleric completely after Mod 16, spending a fortune for companions and having the correct mods on my gear, now all of that is pretty much useless. Do you ever consider the cost of time/money/energy people have put into the characters before you make these sweeping changes?
Absolutely, the amount of disruption that changes can cause are always a major factor in our deliberations about whether to make changes. Often times, when we are slow to make changes, those are the primary reasons. As was the case here, where these large healing effects were left in place since the launch of Module 16. And when we do have to make changes, we greatly appreciate your patience. I'd also like to personally apologize for any disruption that these changes may have caused you.
In the case of utility enchantments and companions which grant increases to healing however—please note that though the values on these powers have been decreased dramatically, it is only because these effects were dramatically out of line with other options for those slots, given their item level. For instance, outgoing healing bonuses offered by companions were often five times stronger than taking the equivalent amount of power for healing.
We have engineered these adjustments so that in most cases, it is still best in slot to take these sources of outgoing healing for a healer, but it is not orders of magnitude stronger than taking power. We believe that in most cases, your current setup will not have to change, even if the overall power of these effects is reduced.
In some cases, like mine, the changes destroy my build completely. Any action is taken to compensate this? I coudn't even enjoy my build for 1.5 months. This is not a Beta, anymore, get that in your head. You canot simply sweep everything just because of your dumb decisions
Might want to be specific in how your build was 'completely destroyed'. For most people aside from the power and feat changes; companions, enchants, insignias, etc should remain unchanged.
I'm afraid that mindset is going to increase the divide between endgame players and casual players. One of my favorite things to do is to just PUG some RTQ or REDQ - I really enjoy group content and its the reason I continue to play the game after all these years. However, I've been in many a group where the *only* reason the group was able to succeed was because I ended up hard carrying in healing. This is a problem in RTQ especially when an inexperienced/undergeared healer isn't quite pulling their weight. The suggested changes seem to work under the assumption that all groups will have lots of coordination and the ability to communicate. Lets not forget that in PUGs language barriers exist. How are we supposed to deal with players that are far too weak for whatever instance if we cant speak to them? There's also a population of players that PUG for their random dailies but have zone, say, and party chat muted. What are we supposed to do about them? Kick them? I don't think that's right.
100% agree. good luck finding mid to end game healers in RTQ without being a full 10 man pre made, i can already imagine the stress it would take to do that with the new healing mechanics with random people, and this will probably increase queue times but it is too early to know
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And on a side note you gave warlocks a feat that you KNEW it wouldn't even be considered for most people because it replaced the paladin shield..... just wow, sometimes i wonder
Hey everyone, thank you all for taking the time to check out the changes and provide feedback! I want to respond to a particular item of feedback that has come up multiple times.
....and allowing a balanced playing field where all healers can have their own niche.
Nice!!! then why did you remove the niche's from warlock? You changed shatter spark into a copy of bastion of health.... You removed cursing mechanic... You gave us an option for a shield that is also a worst copy of the one paladins give... Made clerics and paladins have an at-will that heals a lot which use to be our thing...
Saying one thing and doing another yet again, oh nvm we have pillar of power that has almost 30 secs cooldown and aside from bosses it wouldn't be too useful due to the long cooldown and the short distance between mobs unless you pulled everything on a dungeon I won't even talk about the new players or randoms that have no communication or coordination and will just keep wasting it
We wanted to ensure that we did not act hastily in nerfing paladins, and that we could make adjustments that didn't make them feel significantly weaker than their counterparts.
You do know they have been overpowered since they came out in mod 6, while other classes have been neglected/ignored during years right?
Ah forget it, just talking to myself
4
arazith07Member, NW M9 PlaytestPosts: 1,719Arc User
Clerics and warlocks will still not get chosen for Endgame Content unless it's being done as an act of charity by friends.
Warlocks are preferred already in endgame content. And realize that just because something may be the worst at something, doesn't mean that it can't do the job well. Thankfully as it's not like dps where total numbers do affect how quickly something gets done. With Healers and Tanks, if no one dies you did your job well, that healing number doesn't affect the run in any way outside of keeping someone alive.
I still don't understand the persistent Cleric hate. Almost every ToMM I've done has included a Cleric healer, and I've done enough to be halfway to that whirlwind mount if I were inclined to buy it instead of extra weapons for alts.
That's not to say that there aren't legitimate concerns around shielding in general and how Cleric in M19 in particular appears to be at risk of being no competition for Soulweaver (because the Paladin spot up to this point has been all-but-guaranteed).
Imo while paladins do stand out against both of the other healers, both dc and warlocks need to be able to stand out against one another. Before warlock have a more unique style compared to the other healers providing damage debuffs while protecting the grp along with healing support. Cleric were just straight heals with a daily that could buff the party. Giving them Class specific party utility would go a long way in standing out instead of being over shadowed by the paladin, for the heal over time feat for the warlock, having those healed gain a random buff over it duration would be a nice buff along with reducing pop cooldown back to the original value. Clerics on the other hand, while i would like them to debuff once again, i understand that the state of the game is moving away from that. Instead what about bringing back hastening light?When u critically heal an ally u reduce their encounter cooldowns by 3 sec and on daily use reduce ally cooldowns by 5 sec. Clerics dont have a feat that guarantees a critical heal unlike paladin and divinity is limited so not something u can spam but its a nice buff.
Hey everyone, thank you all for taking the time to check out the changes and provide feedback! I want to respond to a particular item of feedback that has come up multiple times.
In regards to the large shields paladin can currently apply—particularly the feat emissary of warding. We have been monitoring the performance of paladin since the launch of module 16. We do want paladin to maintain its unique playstyle, and to maintain the feeling of gaining an added benefit from critical strikes.
However, we also understand that the shields have become so large as to be problematic in providing a place for standard healing, and allowing a balanced playing field where all healers can have their own niche. We wanted to ensure that we did not act hastily in nerfing paladins, and that we could make adjustments that didn't make them feel significantly weaker than their counterparts.
However, in addition to the overall critical severity reduction to healing in Module 19 announced at the start of this thread, this week's build has also featured a reduction from a +100% effectiveness boost to shields granted by emissary of warding to a +50% effectiveness boost. This is a significant reduction in the strength of shields that can be applied. However, we believe that oathkeepers will still remain a strong choice, and that their unique playstyle will remain in tact, even with these changes. They will also still have plenty of motivation for desiring increased critical chance.
While it will still be possible to create "overshields" as some of you have referred to the phenomenon of creating a shield that exceed's the target's maximum health, the frequency with which this occurs, particularly from AoE heals, or even strong single target heals on tanks—will be significantly reduced.
This is a step in the right direction and I'm glad to see you're FINALLY acknowledging it, but there are STILL problems that persist with this. And it took you almost two years to even make a single change, whereas with some classes that even have a whiff of overperforming, they're immediately chopped at the knees. You're not afraid to nerf, and we know it. Why was this different? This is a change that should have come over a year ago *quickly* correcting a mistake. Then we could be having real conversation about balancing healing because we would have been able to actually see if real healing exists in the game yet or not. SMALLER, MORE FREQUENT CHANGES WORK BETTER. Then we don't have a situation where you're "acting hastily in nerfing" because you made incremental changes to dial it in.
1) I'd really like you to explain what the unique playstyles are for cleric and SW. Right now, Pally is the only one with something special. And SW got the leftover scrap becoming a weird hybrid of the two instead of it's own thing.
2) Even with less shielding, it will still be an issue as far you guys balancing the damage that enemies do. If a Pallyheal can apply say a conservative 100k in overshield (well below what's currently capable), then you have to design content to challenge that or a Pallyheal will not have the "fail state" that you want the role to have. But a cleric can't do that. If you're designing content to challenge DPS with 400-500k in HP, plus 100k in overshield, then heals aren't going to cut it because we're still existing in the binary status quo that you said M16 would be fixing - alive or dead. It doesn't matter how much or well I heal when one-shots are still a *designed* thing. In the new trial for instance, some of the attacks are hitting 500k against def capped DPS. I can't heal them when you kill them in one hit, but a Pallyheal can give them the extra 100k to survive. The huge one-hit damage design is a large contributing, complicit factor in why pallyheal is superior, and it's an entwined problem. One exists because of the other. What are you doing to address this?
In regards to shields—please note that warlocks can choose not to use their shields. Warlock shields are only applied if they have chosen hellpact, or if they are explicitly using the infernal barrier at-will. When in 10-player parties with two healers, and teamed up with a Paladin, it would be optimal to switch to feypact, and not use infernal barrier regardless of whether they were overriden.
If you're going to design the shields in such a way that we will be forced to frequently swap between having them or not, are you going to make this a class feature instead of a feat so that we can switch it as required?
> In regards to shields—please note that warlocks can choose not to use their shields. Warlock shields are only applied if they have chosen hellpact, or if they are explicitly using the infernal barrier at-will. When in 10-player parties with two healers, and teamed up with a Paladin, it would be optimal to switch to feypact, and not use infernal barrier regardless of whether they were overriden. > .
so im forced to buy another loadout to be efficient, or delete my hellbringer loadout so that i cant do solo content but be compatible with palas? idk seems sketch but whatevs
> @vorphied said: > I still don't understand the persistent Cleric hate. Almost every ToMM I've done has included a Cleric healer, and I've done enough to be halfway to that whirlwind mount if I were inclined to buy it instead of extra weapons for alts. > > That's not to say that there aren't legitimate concerns around shielding in general and how Cleric in M19 in particular appears to be at risk of being no competition for Soulweaver (because the Paladin spot up to this point has been all-but-guaranteed).
I think someone posted something similar here earlier.
On console, at least, 95% of the ToMM farming runs are made of 2 tanks and 1 healer (obviously, a Palaheal).
Hence all this hate around this class. And I have played both. Yet I find they still need to do something in order to bring all three healing classes to balance.
Right now and even on preview, Palaheal is most desired. And in two of the endgame trials, it is a MUST to have.
So the point here is that if you always need one class to play certain dungeons, that means that particular role is not balanced.
Imagine if you need to fill a tank role you always need to look for Fighter. Or imagine you need to fill a DPS role, you always need a Trickster in your group... Same thing.
> @agoraotro#4630 said: > > @vorphied said: > > I still don't understand the persistent Cleric hate. Almost every ToMM I've done has included a Cleric healer, and I've done enough to be halfway to that whirlwind mount if I were inclined to buy it instead of extra weapons for alts. > > > > That's not to say that there aren't legitimate concerns around shielding in general and how Cleric in M19 in particular appears to be at risk of being no competition for Soulweaver (because the Paladin spot up to this point has been all-but-guaranteed). > > I think someone posted something similar here earlier. > > On console, at least, 95% of the ToMM farming runs are made of 2 tanks and 1 healer (obviously, a Palaheal). > > Hence all this hate around this class. And I have played both. Yet I find they still need to do something in order to bring all three healing classes to balance. > > Right now and even on preview, Palaheal is most desired. And in two of the endgame trials, it is a MUST to have. > > So the point here is that if you always need one class to play certain dungeons, that means that particular role is not balanced. > > Imagine if you need to fill a tank role you always need to look for Fighter. Or imagine you need to fill a DPS role, you always need a Trickster in your group... Same thing. > >
I recall this being explained, but it’s difficult to understand why it’s such a thing on console. Solo tank and 2x heal is just as viable, as is 2x tank/2x heal unless there are DPS being carried.
Paladin healer is overpowered right now, but console must be an odd place.
Emissary of warding reduced from 100% to 50%.... I can tell you that if you don't have this feat, you cannot heal properly and quickly, or mitigate the incoming damage, especially for endgame trials contents or even for the Arcuria's cocoon . This nerf is unacceptable and is really too strong. Please don't do drastic changes like that (you could have tried 75% first for instance, wny so much at once????). The other changes are already questionnable but this one is the worst for the paladin. Not to mention that this could cause a rework of all endgame trials because people will receive too much damage, especially when there are several big attacks in a row
Emissary of warding reduced from 100% to 50%.... I can tell you that if you don't have this feat, you cannot heal properly and quickly, or mitigate the incoming damage, especially for endgame trials contents or even for the Arcuria's cocoon . This nerf is unacceptable and is really too strong. Please don't do drastic changes like that (you could have tried 75% first for instance, wny so much at once????). The other changes are already questionnable but this one is the worst for the paladin. Not to mention that this could cause a rework of all endgame trials because people will receive too much damage, especially when there are several big attacks in a row
The fact that all endgame trials *would* need to be reworked in the event of an overshield nerf highlights exactly the problem with paladin atm. It should be very clear that a class/mechanic is overpowered when it is pretty much a requirement for endgame content.
Emissary of warding reduced from 100% to 50%.... I can tell you that if you don't have this feat, you cannot heal properly and quickly, or mitigate the incoming damage, especially for endgame trials contents or even for the Arcuria's cocoon . This nerf is unacceptable and is really too strong. Please don't do drastic changes like that (you could have tried 75% first for instance, wny so much at once????). The other changes are already questionnable but this one is the worst for the paladin. Not to mention that this could cause a rework of all endgame trials because people will receive too much damage, especially when there are several big attacks in a row
The fact that all endgame trials *would* need to be reworked in the event of an overshield nerf highlights exactly the problem with paladin atm. It should be very clear that a class/mechanic is overpowered when it is pretty much a requirement for endgame content.
It is more the other way around: Bad design of endgame content requiring too much protection + shields on top. Paladins are not overpowered, they prevent damage and oneshot (but have very bad healing if no crit). Not the fault of paladins if for example Superstorm was too strong to be mitigated by other healers. I prefer the other healers to have better damage mitigation tools than removing what makes the paladin a paladin.
I've spent a bit of time on preview testing and comparing a few things to live on my Cleric.
I think I went through all of the stages of grief.... I wish you guys would warn us that you're going to make these big changes BEFORE you do this. Seriously, it's more than a gal can bear!
In order to get divinity regeneration comparable on Preview to Live, it's ideal to use Divine Glow. Cycle of Prayer gets close(ish), using Cycle of Prayer with Divine Glow is better (an extra 4 seconds to fully regen divinity over JUST Divine Glow), but Divine Glow on it's own seemed to be best. The problem though, is the cooldown. 27-29 second cooldown(depending on if you have anything to help reduce cooldowns) for 12 second uptime. Could this look at a rework? Cooldowns above 15-20 seconds is (IMO) quite high. Maybe a 14s cooldown, with a 6 second uptime.
Warlocks and Pally's have a feat that allows them the regenerate divinity/soulweave by either doing damage or taking damage. Clerics do not have that option. Our regenerate divinity feat feels... substandard, we have no incentive or need to do damage. And, in fact, my one damaging encounter that I did use (Geas) will now be switched for Divine Glow.
I ran a couple of tests with a group today, after the preview patch, and the entire group could see the mark, except the tank, but she COULD see it during the cutscene for CODG.
Visibility of the mark is a big problem, can it PLEASE be raised!!! so many times I just could NOT see it because of the tanks green HP bar and blue stam bar. Also, can we have a mark next to the agro meter (to the right?). Because even if I lose sight of it above their head, a quick glance to the party list allows me to see it there.
I found that I was being interupted more during casting, whether it's just that preview is a bit laggier than live, I'm not sure. But it's a BIG problem for trying to do those BIG tab heals for the tank. If I'm interupted, NOTHING casts. not even a partial cast (for example, if I had been holding the tab down for half the time, it should have cast a smaller heal). This lead to me saying lots of words that my child shouldn't have heard (maybe testing on preview shouldn't occur while she is around?)
Not sure what can be done about that? The interupting while casting is a HUGE bugbear of mine. I'm in Aus, I'm lucky if I get a ping below 300. This creates extra challanges for me for the game, it also means I'm more likely to be interupted while casting, be caught in red (because, I don't get as much time to react), and also, more likely to fall off platforms for mechanics such as in CODG (although, I usually survive that now, unless I get a random lag spike....) But... just something to consider... not everyone who plays the game are lucky enough to have great connections... some of us suffer with high latency.
As with all changes, it will take a bit of getting used to, but I can see that I'm going to really like the new tab mechanic. As with pretty much everyone else, I'm not terribly impressed with the reductions to the ICH and OGH, and the changes to crit severity for healers (I'm actually really frustrated about it, but I'm trying to be polite), especially after all of the time and effort I put in after mod 16 to get my healing to where it is now. But... this is a fluid game, and anything can change at any time.
Is there any reason why DCs only have 1 encounter that generates divinity but the OP has 2 encounters that generates divinity?
Also as to the healing issue of OPs being better healers then SW and DCs and the complaints of overshields perhaps one way of making each healer unique would be as follows:
Change divine shalter to only give overshield and no direct healing that way you will need a 2nd healer to do the direct healing. Remove the shielding from divine touch.
Change the DC and warlock healer to do direct healing. One specialise in burst healing and one can specialise in stacking HOT.
That way at least the raid can choose what they want as the 2nd healer.
Also it would be ideal if you increased the frequency of passive divinity gain rather then every 3 seconds. You can keep the amount gained the same just tick more often.
Emissary of warding reduced from 100% to 50%.... I can tell you that if you don't have this feat, you cannot heal properly and quickly, or mitigate the incoming damage, especially for endgame trials contents or even for the Arcuria's cocoon . This nerf is unacceptable and is really too strong. Please don't do drastic changes like that (you could have tried 75% first for instance, wny so much at once????). The other changes are already questionnable but this one is the worst for the paladin. Not to mention that this could cause a rework of all endgame trials because people will receive too much damage, especially when there are several big attacks in a row
The fact that all endgame trials *would* need to be reworked in the event of an overshield nerf highlights exactly the problem with paladin atm. It should be very clear that a class/mechanic is overpowered when it is pretty much a requirement for endgame content.
It is more the other way around: Bad design of endgame content requiring too much protection + shields on top. Paladins are not overpowered, they prevent damage and oneshot (but have very bad healing if no crit). Not the fault of paladins if for example Superstorm was too strong to be mitigated by other healers. I prefer the other healers to have better damage mitigation tools than removing what makes the paladin a paladin.
Wait, you're halfway agreeing with me here. Damage is too high and the "poor design" you mentioned is the result of balancing around shields. I think the fact that content needs to be balanced with pally shields in mind is the problem. I don't think pally should just be "cleric with a shield". It should absolutely have the best damage mitigation abilities and should be the best protector of the three healers. BUT overshields are the problem - same goes for the (small) shield that warlock is getting and the hell pact feat.
For comparison I'll use preview warlock assuming the have Feypact (the HoT feat). Using soul barrier a warlock can have 10% dmg mitigation and an overshield based on a 200mag heal(basically nothing). That comes at the cost of a full AP bar and temporarily disabling their lifespark. In a single target fight a warlock can also reduce incoming dmg by an additional 5% for 6s on a . Assuming these add, there's a 15% dmg reduction with a small shield. And I mean really small. My warlock sits ~150k power before any procs and after the outgoing changes is sitting at 23% outgoing heal and the shield is barely 1/10 of the hp bar. Pally on the other hand can keep their shields up all the time -> 100% dmg mitigation for divinity.
Again, Balancing around the idea that players will have overshields is part why most fights dps are at 100% or dead. I can't tell you how many times I've seen players just pop. It doesn't leave healers other than pally with enough time to properly heal in a lot of scenarios. Even if DPS players stack HP and cap defenses, it just means cleric and warlock have to do more healing (higher HP pool) which is going to put even further strain on their resources.
I mostly play warlock but I also have a pocket cleric and pally. Of the three, aside from healchecks like arcturia's cc pally is the strongest in just about any situation. Removing, giving pally %dmg mitigation options, and increasing their healnig ability is a better approach imo. They'd still be very desirable for endgame content, but they wouldn't be a requirement.
Either way, @asterdahl 's posts has made it kinda clear that overshields aren't going anywhere any time soon. At least warlock is getting infernal barrier for 5man content I guess. Kinda puts cleric in a bad spot, yeah?
Group healing effectivness reduce depending on allies arround heal effect area. To heal what we could before would reuire more divinity. Even cast shielding would require more divinity. Also divinity regeneration no longer active, but become passive.
The meta become x2 paladin.
When paladin grant his barrier, it's work more less as granting extra HP pool. And when paldin does that, he can more less simply step away and restore divinity till barrier got depleted and expire.
Now take x2 paladin healers in group and here you have effect.
First paladin grant barrier, spend divinity and step back to restore divinity. Then second paladin step in front and do same, heal or generate barrier, when spend divnity, he switch places with first paladin. And thats nonstop circle.
Also they can both use same healing and shielding, so even with group healing effectivness got reduced, their both combo still allow heal more with less divinity usage.. Cuz shielding allow paldin simply do nothing and restore divinity while shield is up on allies..
Clerics have no shielding, thats mean they have use healing more offten, also power like Astral Shield while channeling it, you spening divinity. Thats mean no benefits, no time to restore divinity. While paladin can stit and do noting and get divinity restored.
Warlocks - no cleansing effect means he need outheal Bleed/poison, and good luck with that. Also shield overriding means it's unstable in group runs. One moment you grant barrier like 25% or 30% or max players HP. In other use you grant 5% of max players Hp.
Also group healing reduction factor HAMSTER up that even more.
So neither warlock neither cleric get anywhere near paladin.
Post edited by hadestemplar#9918 on
======================================================================== “The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim. Gustave Le Bon. ==================================================
Comments
In regards to shields—please note that warlocks can choose not to use their shields. Warlock shields are only applied if they have chosen hellpact, or if they are explicitly using the infernal barrier at-will. When in 10-player parties with two healers, and teamed up with a Paladin, it would be optimal to switch to feypact, and not use infernal barrier regardless of whether they were overriden.
While I do understand the desire for shields to work in a different way, note that there are of course downsides to all manners in which they might work. Firstly, we do not plan to allow shields to stack—this behavior would be too powerful—further suppressing the need for actual healing.
However, would could imagine the more powerful shield always remaining intact, however, note that these shields do have durations. A more powerful shield with 3 seconds remaining preventing a slightly weaker shield from being applied 4 seconds before a large attack hits the party would be absolutely infuriating.
We believe it is simpler that all shields behave in the manner that the currently behave, but of course, we are always monitoring performance and feedback. Note that the warlock's lifespark companion can apply shields when the warlock chooses hellpact as well, but that these shields which are rather small, will only be applied to players who do not currently have any shield.
I'm glad that someone finally said something, but this response stings and feels out of touch. You want players to be able to fail, that's great, I'm all for it. But the game still has the issue of most encounters leaving players at 100% or 0% health. There is little time to heal - especially in new content.
As has been stated many times - and I'm sure I speak for quite a few people when I say this - over shields are functionally broken. Being able to straight up prevent damage from being taken is overpowered. It seems as though content is being balanced around over shields. Instead of learning fight mechanics properly or balancing their stats properly, most players would rather just opt to have a pally to cover mistakes. Why *would* you bring warlock or cleric when pally will be better in 90% of situations?
While this is a healer thread, I know that healers don't exist in a void. The HP stacking approach of tanking has lead to very high dmg numbers in order to properly challenge strong tank players and prevent them from being invincible. I think this HP stacking approach is having a trickle down effect. DMG needs to be high to hurt tanks -> dps are squishy and pop before healers have time to heal -> pally shields are a perfect way to give DPS players the extra padding they need to survive encounter to encounter.
This is actually one of a number of underlying issues that leaves players unsatisfied with how healing is done. Some of the others are the power/crit balance which results in most of a healer's stat allocation needing to be in power and crit, and the need to run a full support tray. Those together mean healer DPS contribution is pretty much meaningless, especially when competing with dps players with 200k+ power.
NOTE: The power crit thing is only going to get worse as time goes on. Especially with the ever shifting goalpost (not inherently a bad thing - actually is good for an MMO) resulting in enchantments becoming a smaller and smaller percentage of a player's stats. I mean, BiS rings for healers are striking rings - melee rings... why?? the whole power crit thing is a problem thats only going to get worse with time. Fixing these shortcomings with boons is also quite sad as boons give small bonuses. Instead of making boons near meaningless, I think older campaigns should always be in 2x currency or something to that effect. This allows new players to catchup while not feeling as though their time is being wasted on boons that are hardly helping them.
Please address this. Of course, I expect and official decision to take some time, but work with us.
Edit: Even letting us know that things *are* being looked into is better than silence. The silence is what gets a lot of community members upset. And as other people have said, I'd rather devs be spending their time working on issues rather than spending time here on forums responding to every comment. Yet, I still think communication on these official feedback threads is very important.
Since lifebind was removed from warlock, I think giving pally something like old knight's valor would be a much more balanced option and fits with the protective theme of paladin. This approach would also incentivize building a tank and heal loadout - something that's been made a bit easier with the change to outgoing healing.
As for the careful healing spells bit - you say you want healers to be careful when to use heals but you also reduce AOE healing the more people in it. As of now, DPS/Tank players have no idea how much they're taxing their healers. With the somewhat normalized divinity bars why not add a healer "divinity meter" like the tank's stamina gauge?
Personally, I don't mind more at-will targeting healing. I play soulweaver and soul reconstruction is honestly one of my favorite powers in the game. However, for some people targeting is very difficult (not to mention busted on console). There's also the issue of positioning. I use soul recontruction as my main healing ability and shatterspark for bursts of healing or healing multiple targets. Warlock has shadow slip which is basically just a sprint. This allows the class to be very mobile and position properly for at-will healing no matter what the group is doing. This doesn't transfer over too well to cleric and pally who are much slower to react.
I agree that healing is very strong right now and needs some adjustments. A healer shouldn't be able to just heal through failed mechanics. However, I'm afraid that mindset is going to increase the divide between endgame players and casual players. One of my favorite things to do is to just PUG some RTQ or REDQ - I really enjoy group content and its the reason I continue to play the game after all these years. However, I've been in many a group where the *only* reason the group was able to succeed was because I ended up hard carrying in healing. This is a problem in RTQ especially when an inexperienced/undergeared healer isn't quite pulling their weight. The suggested changes seem to work under the assumption that all groups will have lots of coordination and the ability to communicate. Lets not forget that in PUGs language barriers exist. How are we supposed to deal with players that are far too weak for whatever instance if we cant speak to them? There's also a population of players that PUG for their random dailies but have zone, say, and party chat muted. What are we supposed to do about them? Kick them? I don't think that's right.
Maybe things should've gone in the opposite direction. The reason soulweaver is so fun to play to me is *because* of the very dynamic soulspark meter that punishes you for not managing your resources properly. Instead of giving everyone the divinity treatment, I think giving all healers a smaller but more dynamic resource pool is a much more entertaining option. It increases the skill ceiling of healing in general without making it feel sluggish and boring. It's also something the healer needs to learn to manage by balancing low cost ST heals and higher cost AOE heals.
Again, I'd like to thank all of you work for the hard work especially given the state of the world and I hope you are all staying safe.
In regards to cycle of prayer—this power does by design encourage a feast and famine approach to healing, where you hold out a bit longer before casting spells which cost divinity, and when you do cast them—cluster them together. But I believe that the result of this feat when used properly is still a noticeable positive increase to divinity regeneration. Hopefully if this is not your desired style of gameplay, when any potential issues are resolved with battle prayer, you will find it a useful addition.
As far as shields go, the magnitude of your shields should be based on your heals. If the heal is listed as granting a 50% barrier, and you heal for 100,000, a 50,000 hit point shield should be applied. If this doesn't appear to be happening, please let us know as much about your character as you can, or include your character's name. We'll take a look as soon as we are able!
Finally, we are aware that there is an issue wherein soulweaver does not currently have access to cleanse, and are looking into ways to provide them with access to one. I apologize for the inconvenience.
In regards to the large shields paladin can currently apply—particularly the feat emissary of warding. We have been monitoring the performance of paladin since the launch of module 16. We do want paladin to maintain its unique playstyle, and to maintain the feeling of gaining an added benefit from critical strikes.
However, we also understand that the shields have become so large as to be problematic in providing a place for standard healing, and allowing a balanced playing field where all healers can have their own niche. We wanted to ensure that we did not act hastily in nerfing paladins, and that we could make adjustments that didn't make them feel significantly weaker than their counterparts.
However, in addition to the overall critical severity reduction to healing in Module 19 announced at the start of this thread, this week's build has also featured a reduction from a +100% effectiveness boost to shields granted by emissary of warding to a +50% effectiveness boost. This is a significant reduction in the strength of shields that can be applied. However, we believe that oathkeepers will still remain a strong choice, and that their unique playstyle will remain in tact, even with these changes. They will also still have plenty of motivation for desiring increased critical chance.
While it will still be possible to create "overshields" as some of you have referred to the phenomenon of creating a shield that exceed's the target's maximum health, the frequency with which this occurs, particularly from AoE heals, or even strong single target heals on tanks—will be significantly reduced.
That said—a lot of feedback has been about switching targets, note that in group play for the most part you should be safe leaving the mark on the tank, and using other powers to spot heal your teammates. The tab mechanic is meant to provide a reliable way to heal the tank, even when targeting them may be difficult due to positioning. Please give it a try in group play when you have a chance.
One additional note about the various mark mechanics—as of yesterday's build—the visual effects should only show up for the caster of the mark. This was always the intent, however, there was a technical limitation on our end that prevented this. The fix simply did not make it in for the initial preview build. In other words, the recipient of a mark will no longer see it, which means there won't be times when multiple marks are visually overlapping one another in groups with multiple healers.
This is not a Beta, anymore, get that in your head. You canot simply sweep everything just because of your dumb decisions
100% agree. good luck finding mid to end game healers in RTQ without being a full 10 man pre made, i can already imagine the stress it would take to do that with the new healing mechanics with random people, and this will probably increase queue times but it is too early to know
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And on a side note you gave warlocks a feat that you KNEW it wouldn't even be considered for most people because it replaced the paladin shield..... just wow, sometimes i wonder
You changed shatter spark into a copy of bastion of health....
You removed cursing mechanic...
You gave us an option for a shield that is also a worst copy of the one paladins give...
Made clerics and paladins have an at-will that heals a lot which use to be our thing...
Saying one thing and doing another yet again, oh nvm we have pillar of power that has almost 30 secs cooldown and aside from bosses it wouldn't be too useful due to the long cooldown and the short distance between mobs unless you pulled everything on a dungeon
I won't even talk about the new players or randoms that have no communication or coordination and will just keep wasting it
You do know they have been overpowered since they came out in mod 6, while other classes have been neglected/ignored during years right?
Ah forget it, just talking to myself
That's not to say that there aren't legitimate concerns around shielding in general and how Cleric in M19 in particular appears to be at risk of being no competition for Soulweaver (because the Paladin spot up to this point has been all-but-guaranteed).
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
1) I'd really like you to explain what the unique playstyles are for cleric and SW. Right now, Pally is the only one with something special. And SW got the leftover scrap becoming a weird hybrid of the two instead of it's own thing.
2) Even with less shielding, it will still be an issue as far you guys balancing the damage that enemies do. If a Pallyheal can apply say a conservative 100k in overshield (well below what's currently capable), then you have to design content to challenge that or a Pallyheal will not have the "fail state" that you want the role to have. But a cleric can't do that. If you're designing content to challenge DPS with 400-500k in HP, plus 100k in overshield, then heals aren't going to cut it because we're still existing in the binary status quo that you said M16 would be fixing - alive or dead. It doesn't matter how much or well I heal when one-shots are still a *designed* thing. In the new trial for instance, some of the attacks are hitting 500k against def capped DPS. I can't heal them when you kill them in one hit, but a Pallyheal can give them the extra 100k to survive. The huge one-hit damage design is a large contributing, complicit factor in why pallyheal is superior, and it's an entwined problem. One exists because of the other. What are you doing to address this?
> (Quote)
> In regards to shields—please note that warlocks can choose not to use their shields. Warlock shields are only applied if they have chosen hellpact, or if they are explicitly using the infernal barrier at-will. When in 10-player parties with two healers, and teamed up with a Paladin, it would be optimal to switch to feypact, and not use infernal barrier regardless of whether they were overriden.
> .
so im forced to buy another loadout to be efficient, or delete my hellbringer loadout so that i cant do solo content but be compatible with palas? idk seems sketch but whatevs
> I still don't understand the persistent Cleric hate. Almost every ToMM I've done has included a Cleric healer, and I've done enough to be halfway to that whirlwind mount if I were inclined to buy it instead of extra weapons for alts.
>
> That's not to say that there aren't legitimate concerns around shielding in general and how Cleric in M19 in particular appears to be at risk of being no competition for Soulweaver (because the Paladin spot up to this point has been all-but-guaranteed).
I think someone posted something similar here earlier.
On console, at least, 95% of the ToMM farming runs are made of 2 tanks and 1 healer (obviously, a Palaheal).
Hence all this hate around this class. And I have played both. Yet I find they still need to do something in order to bring all three healing classes to balance.
Right now and even on preview, Palaheal is most desired. And in two of the endgame trials, it is a MUST to have.
So the point here is that if you always need one class to play certain dungeons, that means that particular role is not balanced.
Imagine if you need to fill a tank role you always need to look for Fighter. Or imagine you need to fill a DPS role, you always need a Trickster in your group... Same thing.
> > @vorphied said:
> > I still don't understand the persistent Cleric hate. Almost every ToMM I've done has included a Cleric healer, and I've done enough to be halfway to that whirlwind mount if I were inclined to buy it instead of extra weapons for alts.
> >
> > That's not to say that there aren't legitimate concerns around shielding in general and how Cleric in M19 in particular appears to be at risk of being no competition for Soulweaver (because the Paladin spot up to this point has been all-but-guaranteed).
>
> I think someone posted something similar here earlier.
>
> On console, at least, 95% of the ToMM farming runs are made of 2 tanks and 1 healer (obviously, a Palaheal).
>
> Hence all this hate around this class. And I have played both. Yet I find they still need to do something in order to bring all three healing classes to balance.
>
> Right now and even on preview, Palaheal is most desired. And in two of the endgame trials, it is a MUST to have.
>
> So the point here is that if you always need one class to play certain dungeons, that means that particular role is not balanced.
>
> Imagine if you need to fill a tank role you always need to look for Fighter. Or imagine you need to fill a DPS role, you always need a Trickster in your group... Same thing.
>
>
I recall this being explained, but it’s difficult to understand why it’s such a thing on console. Solo tank and 2x heal is just as viable, as is 2x tank/2x heal unless there are DPS being carried.
Paladin healer is overpowered right now, but console must be an odd place.
Contagion - Cleric
Testament - Wizard
Pestilence - Ranger
Dominion - Paladin
NIGHTSWATCH
This nerf is unacceptable and is really too strong. Please don't do drastic changes like that (you could have tried 75% first for instance, wny so much at once????).
The other changes are already questionnable but this one is the worst for the paladin.
Not to mention that this could cause a rework of all endgame trials because people will receive too much damage, especially when there are several big attacks in a row
I think I went through all of the stages of grief.... I wish you guys would warn us that you're going to make these big changes BEFORE you do this. Seriously, it's more than a gal can bear!
In order to get divinity regeneration comparable on Preview to Live, it's ideal to use Divine Glow. Cycle of Prayer gets close(ish), using Cycle of Prayer with Divine Glow is better (an extra 4 seconds to fully regen divinity over JUST Divine Glow), but Divine Glow on it's own seemed to be best. The problem though, is the cooldown. 27-29 second cooldown(depending on if you have anything to help reduce cooldowns) for 12 second uptime. Could this look at a rework? Cooldowns above 15-20 seconds is (IMO) quite high. Maybe a 14s cooldown, with a 6 second uptime.
Warlocks and Pally's have a feat that allows them the regenerate divinity/soulweave by either doing damage or taking damage. Clerics do not have that option. Our regenerate divinity feat feels... substandard, we have no incentive or need to do damage. And, in fact, my one damaging encounter that I did use (Geas) will now be switched for Divine Glow.
I ran a couple of tests with a group today, after the preview patch, and the entire group could see the mark, except the tank, but she COULD see it during the cutscene for CODG.
Visibility of the mark is a big problem, can it PLEASE be raised!!! so many times I just could NOT see it because of the tanks green HP bar and blue stam bar. Also, can we have a mark next to the agro meter (to the right?). Because even if I lose sight of it above their head, a quick glance to the party list allows me to see it there.
I found that I was being interupted more during casting, whether it's just that preview is a bit laggier than live, I'm not sure. But it's a BIG problem for trying to do those BIG tab heals for the tank. If I'm interupted, NOTHING casts. not even a partial cast (for example, if I had been holding the tab down for half the time, it should have cast a smaller heal). This lead to me saying lots of words that my child shouldn't have heard (maybe testing on preview shouldn't occur while she is around?)
Not sure what can be done about that? The interupting while casting is a HUGE bugbear of mine. I'm in Aus, I'm lucky if I get a ping below 300. This creates extra challanges for me for the game, it also means I'm more likely to be interupted while casting, be caught in red (because, I don't get as much time to react), and also, more likely to fall off platforms for mechanics such as in CODG (although, I usually survive that now, unless I get a random lag spike....) But... just something to consider... not everyone who plays the game are lucky enough to have great connections... some of us suffer with high latency.
As with all changes, it will take a bit of getting used to, but I can see that I'm going to really like the new tab mechanic. As with pretty much everyone else, I'm not terribly impressed with the reductions to the ICH and OGH, and the changes to crit severity for healers (I'm actually really frustrated about it, but I'm trying to be polite), especially after all of the time and effort I put in after mod 16 to get my healing to where it is now. But... this is a fluid game, and anything can change at any time.
Co-Guild Leader
Ghost Templars L20
Alliance: Tyrs Paladium
Main: Cleric (Heals|DPS)
Alt: Warlock
Also as to the healing issue of OPs being better healers then SW and DCs and the complaints of overshields perhaps one way of making each healer unique would be as follows:
Change divine shalter to only give overshield and no direct healing that way you will need a 2nd healer to do the direct healing. Remove the shielding from divine touch.
Change the DC and warlock healer to do direct healing. One specialise in burst healing and one can specialise in stacking HOT.
That way at least the raid can choose what they want as the 2nd healer.
Also it would be ideal if you increased the frequency of passive divinity gain rather then every 3 seconds. You can keep the amount gained the same just tick more often.
For comparison I'll use preview warlock assuming the have Feypact (the HoT feat). Using soul barrier a warlock can have 10% dmg mitigation and an overshield based on a 200mag heal(basically nothing). That comes at the cost of a full AP bar and temporarily disabling their lifespark. In a single target fight a warlock can also reduce incoming dmg by an additional 5% for 6s on a . Assuming these add, there's a 15% dmg reduction with a small shield. And I mean really small. My warlock sits ~150k power before any procs and after the outgoing changes is sitting at 23% outgoing heal and the shield is barely 1/10 of the hp bar. Pally on the other hand can keep their shields up all the time -> 100% dmg mitigation for divinity.
Again, Balancing around the idea that players will have overshields is part why most fights dps are at 100% or dead. I can't tell you how many times I've seen players just pop. It doesn't leave healers other than pally with enough time to properly heal in a lot of scenarios. Even if DPS players stack HP and cap defenses, it just means cleric and warlock have to do more healing (higher HP pool) which is going to put even further strain on their resources.
I mostly play warlock but I also have a pocket cleric and pally. Of the three, aside from healchecks like arcturia's cc pally is the strongest in just about any situation. Removing, giving pally %dmg mitigation options, and increasing their healnig ability is a better approach imo. They'd still be very desirable for endgame content, but they wouldn't be a requirement.
Either way, @asterdahl 's posts has made it kinda clear that overshields aren't going anywhere any time soon. At least warlock is getting infernal barrier for 5man content I guess. Kinda puts cleric in a bad spot, yeah?
Group healing effectivness reduce depending on allies arround heal effect area.
To heal what we could before would reuire more divinity.
Even cast shielding would require more divinity. Also divinity regeneration no longer active, but become passive.
The meta become x2 paladin.
When paladin grant his barrier, it's work more less as granting extra HP pool. And when paldin does that, he can more less simply step away and restore divinity till barrier got depleted and expire.
Now take x2 paladin healers in group and here you have effect.
First paladin grant barrier, spend divinity and step back to restore divinity. Then second paladin step in front and do same, heal or generate barrier, when spend divnity, he switch places with first paladin. And thats nonstop circle.
Also they can both use same healing and shielding, so even with group healing effectivness got reduced, their both combo still allow heal more with less divinity usage.. Cuz shielding allow paldin simply do nothing and restore divinity while shield is up on allies..
Clerics have no shielding, thats mean they have use healing more offten, also power like Astral Shield while channeling it, you spening divinity. Thats mean no benefits, no time to restore divinity. While paladin can stit and do noting and get divinity restored.
Warlocks - no cleansing effect means he need outheal Bleed/poison, and good luck with that.
Also shield overriding means it's unstable in group runs. One moment you grant barrier like 25% or 30% or max players HP. In other use you grant 5% of max players Hp.
Also group healing reduction factor HAMSTER up that even more.
So neither warlock neither cleric get anywhere near paladin.
“The masses have never thirsted after truth. Whoever can supply them with illusions is easily their master; whoever attempts to destroy their illusions is always their victim.
Gustave Le Bon.
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