Looking at the patch of last night, there has been another changes to the healing. You have divided by two the healing magnitudes of the encounters but the cost has been divided by two too . Well fair enough but goodbye burst...
But why have you reduced so much the magnitude of the at-wills ???? This really makes no sense. How can a healer now maintain a tank that is taking 1 million hit repeatedly ?? There is no possibility to spam at-will quicker at some point.
Healers are already in short supply, this additional nerf is likely to encourage them to quit the game for good. Their classes have been too much destroyed at once.
1. Some players in this thread were concerned about the viability of playing this single target healing paradigm on Console. After all, console players couldn't bind keys to heal the tanks to bypass the absolute terrible targeting system this game has. I'd like to inform these players that the developers fixed this on the last patch: they removed the "target" command. Now it's impossible to bind a key to heal the tank on PC too. Thank you Cryptic for being so inclusive and for making sure everyone gets HAMSTERed in the HAMSTER equally by your terrible targeting system.
2. M19 destroyed most of what I liked when playing DC heal. Healing is now ridiculously weak and slow. Is the game transitioning to tab targeting or something? Because, since M16, you guys only do things that make combat even slower. Needless to say, if I liked to play tab targeting games, I would have much better games to play. @asterdahl decided that healing was too strong and making things too easy. People say IC, the most difficult dungeon, runs smoother with 1 tank and 4 dps, and your solution was making healers even less needed apparently. I know, I know, healers are (probably?) needed for Zariel, but it's not like everything else is being removed when M19 goes live, and healing all the current content with these changes seems awful.
1. Some players in this thread were concerned about the viability of playing this single target healing paradigm on Console. After all, console players couldn't bind keys to heal the tanks to bypass the absolute terrible targeting system this game has. I'd like to inform these players that the developers fixed this on the last patch: they removed the "target" command. Now it's impossible to bind a key to heal the tank on PC too. Thank you Cryptic for being so inclusive and for making sure everyone gets HAMSTERed in the HAMSTER equally by your terrible targeting system.
If it makes you feel any better, there is no reason for PC players to use the target bindings anymore. The stealth changes to healing on preview reduced the magnitude and increased the cost of the healing at-wills to the point that they're quite inefficient. As they currently are I wouldn't consider using them anyway.
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micky1p00Member, NW M9 PlaytestPosts: 3,594Arc User
edited June 2020
So did some ToMM on preview (for training runs), this is after the latest patch:
Good news - Was significantly harder to run out of divinity.
Bad news - I didn't run out of divinity because the heals are so pathetically low, with so long animation that even spamming them wasn't meaningful.
The ugly news - when a boss almost kills a tank with 1mil hp, and I'm either standing channeling tab and hoping I have the correct one marked or clicking at-wills like old refinement system, where I killed two expensive mice from all the clicking.
The really ugly news on OP - The difference between crit and non-crit is so minuscule that the entire gameplay where you time your crit before a meaningful attack and the feat that comes with it, are now mostly not relevant. Crit or not crit, there is no more depth, just spam spam spam.
I perhaps understand the reasoning behind the changes, but with all the issues before the changes there was depth in timing the heals, managing divinity and not spamming, now the trade-off became fighting the UI targeting and camera with the mark and a lot of just spamming the heals. I don't think the tradeoff worth it. I would probably refrain from playing healer as possible.
Bug: Targeted heals ( like the at-will heal and the cure heal) get blocked by the augment. i.e. you often get a red error msg saying #petname cannot be healed by this spell. or something close to that anyway.
Paladin healer Suggestions
Revert Critical Touch back to triggering on any at-will use.
Divine Vessel really needs some work, currently you have to empty your Divinity pool to use it. This is a non starter to use it you either have to purposely empty your divinity in which case your probably dead 12 seconds later or your actually planning (by selecting the feat) to fail. Its basically an insurance policy and guess what no one ever really wants to use one because it means bad things are happening. So make it triggerable like the Cleric one or make it refill your divinity pool half way or something that doesn't leave you completely vulnerable. If you give us options that are useful and powerful maybe we wont want to be a hit point battery.
ps. I would rather you think up some completely new utility to give to Paladins than leave us with a tiny shield that nobody finds useful. If I have one complaint with mod 16 changes and now mod 19 changes is nothing is ever done in small measures.
If I have one complaint with mod 16 changes and now mod 19 changes is nothing is ever done in small measures.
This.
Since the patch of yesterday, 100% of the healers on preview server (well the sample I asked, one of each class) are pissed off, with a high risk of leaving the game. This additional nerf is a backstab. The paladins feel useless, the warlocks feel useless, DCs are meh.
Imagine the shock when the module is going to be live: endgame paladins are going to see their shields going from full bar to a miserable bar (100k), sw dots not able to overcome any dot, impossible healing burst. This in addition to the dull tab and at-will gameplay that is now similar between all healer classes, with no particularities.
At least this last patch must be reverted. You are jeopardizing the health of the game when you touch support classes that much. Healers should be encouraged to stay in the game with a satisfying and rewarding gameplay.
What do you want us to do? to take SH boon optimizing the healing from the potions?? For sure potions now do better but we cannot spam them either...
What reductions are you talking about? Not seeing in any patch notes besides ones already posted.
It was a stealth update. Here is what happened to the Paladin:
At this point I'm just frustrated, pissed and depressed at how ineffective I am as a healer, barely healing more than the tanks own heal insignia bonuses and giving a smaller shield than your barkshield will block. With this change I doubt more than one healer will be brought into tomm and no healers into IC and everything lower. What's the point? when a stone of heal will heal you for a whole lot more and having that 4th or even 5th dps in the group will just make things go a lot faster.
I understand the necessity for the change, but these heavy nerfs have just made the healing roles rather useless. I propose give the Paladin the ability to shield without actually healing, reduce the timer if needed on how long the shield stays up. Just give us the ability to give meaningful shields and not ones that are like 20% of their Hp bar!!
Healers are already in short supply, this additional nerf is likely to encourage them to quit the game for good. Their classes have been too much destroyed at once.
why would they care? they don't play the game as much as players do
So did some ToMM on preview (for training runs), this is after the latest patch:
Good news - Was significantly harder to run out of divinity.
Bad news - I didn't run out of divinity because the heals are so pathetically low, with so long animation that even spamming them wasn't meaningful.
The ugly news - when a boss almost kills a tank with 1mil hp, and I'm either standing channeling tab and hoping I have the correct one marked or clicking at-wills like old refinement system, where I killed two expensive mice from all the clicking.
The really ugly news on OP - The difference between crit and non-crit is so minuscule that the entire gameplay where you time your crit before a meaningful attack and the feat that comes with it, are now mostly not relevant. Crit or not crit, there is no more depth, just spam spam spam.
I perhaps understand the reasoning behind the changes, but with all the issues before the changes there was depth in timing the heals, managing divinity and not spamming, now the trade-off became fighting the UI targeting and camera with the mark and a lot of just spamming the heals. I don't think the tradeoff worth it. I would probably refrain from playing healer as possible.
Sits back and watches the game burst into flames, if i thought it was gonna be hard finding a healer in random q's before the last patch now it will be even more interesting...
What reductions are you talking about? Not seeing in any patch notes besides ones already posted.
It was a stealth update. Here is what happened to the Paladin:
At this point I'm just frustrated, pissed and depressed at how ineffective I am as a healer, barely healing more than the tanks own heal insignia bonuses and giving a smaller shield than your barkshield will block. With this change I doubt more than one healer will be brought into tomm and no healers into IC and everything lower. What's the point? when a stone of heal will heal you for a whole lot more and having that 4th or even 5th dps in the group will just make things go a lot faster.
I understand the necessity for the change, but these heavy nerfs have just made the healing roles rather useless. I propose give the Paladin the ability to shield without actually healing, reduce the timer if needed on how long the shield stays up. Just give us the ability to give meaningful shields and not ones that are like 20% of their Hp bar!!
Guess we fell back into the old patterns of not caring about player's opinion or even bother to communicate...
Well, if that makes the live server, i suggest you to find now a tank to run cuz 4 dps 1 tank meta will be a blast! And prolly buy hpstones.. plenty of them.
I know most feedback was "get rid of the blue bar to eliminate the gap", but nerfing every healer just created a new gap. Old gap (and prolly one that will continue for a while): Blue bars (for any class imo). New gap: potions and hpstones will do a better job than most healers (me included).
Tbh, if you are an OP Heal you will still have plenty of chances to get a team, 20% blue bar is better than "50% of what you heal" that warlocks have. You put a blue bar, the team takes care of not dying with healing items if required.
Now all that we can do is wait for it to hit live and see how many healers quit the game, stay or just change to dps/tank. Im debating between the first two cuz now i need to redo all my build since it was based on the best feat the soulweaver had, Life Bind. Wen't from a buff/debuffer to a "whats the point? even if i explain what PoP do, ppl won't stand on it even by accident" and "hey, that greenish wirlwind actually heals you!". And those new CD on the buffs and debuffs.. OOF! LOVE IT! They will rarelly see the light since the feats only works with three powers! OMG and those feats! Dps feats for a healer when my "divinity" is full? "Divinity" draining class features when you use dps at-wills? Im glad to see you know how a healer warlocks work! Can't wait to see the hellbringer with team healing feats and support class features! Oh, wait, that would be a templock. Don't miss Shater Spark at all, why heal the team pressing one buttom when they are scattered when i can have a target aoe heal that is less efective the more ppl it heals? Perfect for lomm. And warlocks bargain? Loved the looooong cd and no healing. It was a bargain for sure, we traded our 10% hp for plenty of CD. Im sad we can't actually dance when we are in a fight, would be dope to use the powers and just dance while we wait for them to be usable again.
And now, seriously, at least bring back old warlocks shard metter (that "divinity" one its just awfull) and make the "divinity" visible for everyone, you did it with the GF, do it with us. Most ppl i talk to just tells me to lose my hope and that you guys won't do hamster, but i like to think that all the murdering you did to us, soulwavers, its just for preparing us for a nice, lovely, dope upgrade. Like actually usefull feats like plenty of ppl shared here, or good class features like plenty of ppl shared here.. Or powers... LIKE PLENTY OF PPL SHARED HERE.
Come on, don't make the healers log only to refine or claim the daily key. If there is no healers to play, and the 4dps1tank meta happens, you will need to increase the dmg and hp of every dungeon to balance things out.
The meta it's just a guideline. And guidelines are boring.
Soulweaver: The Lovely Red Minstrel: The Rose Troubadour
5
thefabricantMember, NW M9 PlaytestPosts: 5,248Arc User
edited June 2020
Whilst I agree that Paladins needed an adjustment I do not believe that the adjustment that has been done here is the correct one, as it undermines the unique identity of the role in the process of trying to "fix" it. In my opinion what should have instead been done is the following:
1. Drastically reduce the values of Paladins heals (not their shields), to the point where if hitpoints are missing, it is divinity inefficient for them to try to restore them. 2. Leave the shield values as is. 3. Add a "Decay" to shields like I proposed earlier in the thread. After 1 second shields naturally start to degenerate over time at a rate of 20% of the initial total lost per second, falling off entirely after 5 seconds.
What this does is it preserves the identity of the Paladin, while at the same time introducing a skill gap to playing them and "reducing" their overall effectiveness as a whole as they are not able to solo heal trials.
This does not stop them from being a "mandatory" slot in a 10 man group, however to address that problem I believe the solution is to further build onto the identity of the other healers and not take away from the paladin. I would increase the damage mitigation capacity of the Cleric, defining their role as a mitigator and healer (they reduce the amount of damage you take by lowering the incoming hit). I would then improve the ability of Scourge Warlock's to increase the damage of party members, defining their role as being a damage buffer/debuffer as well as a healer. More of an offensive support and overall fitting the theme of the class.
The net result of doing so should make it so that the 3 different classes are desirable for different reasons. Facing slow, well telegraphed attacks that hit for a lot and you want to survive them? Take a paladin. Facing lots of small hits that sum up to a large value but aren't well telegraphed and you cannot react to them quickly? Take a Cleric. Wanting to take a risk and go all out aggressive? Take a warlock.
The solution opted for here is in my opinion the worst possible outcome, weakening the identity of the class in order to "solve" the problem.
Whilst I agree that Paladins needed an adjustment I do not believe that the adjustment that has been done here is the correct one, as it undermines the unique identity of the role in the process of trying to "fix" it. In my opinion what should have instead been done is the following:
1. Drastically reduce the values of Paladins heals (not their shields), to the point where if hitpoints are missing, it is divinity inefficient for them to try to restore them. 2. Leave the shield values as is. 3. Add a "Decay" to shields like I proposed earlier in the thread. After 1 second shields naturally start to degenerate over time at a rate of 20% of the initial total lost per second, falling off entirely after 5 seconds.
What this does is it preserves the identity of the Paladin, while at the same time introducing a skill gap to playing them and "reducing" their overall effectiveness as a whole as they are not able to solo heal trials.
This does not stop them from being a "mandatory" slot in a 10 man group, however to address that problem I believe the solution is to further build onto the identity of the other healers and not take away from the paladin. I would increase the damage mitigation capacity of the Cleric, defining their role as a mitigator and healer (they reduce the amount of damage you take by lowering the incoming hit). I would then improve the ability of Scourge Warlock's to increase the damage of party members, defining their role as being a damage buffer/debuffer as well as a healer. More of an offensive support and overall fitting the theme of the class.
The net result of doing so should make it so that the 3 different classes are desirable for different reasons. Facing slow, well telegraphed attacks that hit for a lot and you want to survive them? Take a paladin. Facing lots of small hits that sum up to a large value but aren't well telegraphed and you cannot react to them quickly? Take a Cleric. Wanting to take a risk and go all out aggressive? Take a warlock.
The solution opted for here is in my opinion the worst possible outcome, weakening the identity of the class in order to "solve" the problem.
Naaahhh, end game content = WE WANT TO SURVIVE = paladin this does not solve the problem of balance between healers
I know its hard for the paladins to accept, but the shields are too overpowered
or every healer has the shield or none of them
"unique identity", man i see this as an excuse, just make another feature to make them unique, but this shield is a problem.
ppl are already strong, they dont want to take risks..... come on
*I liked your idea of reducing the shield over time, it requires more skill of the player*
Whilst I agree that Paladins needed an adjustment I do not believe that the adjustment that has been done here is the correct one, as it undermines the unique identity of the role in the process of trying to "fix" it. In my opinion what should have instead been done is the following:
1. Drastically reduce the values of Paladins heals (not their shields), to the point where if hitpoints are missing, it is divinity inefficient for them to try to restore them. 2. Leave the shield values as is. 3. Add a "Decay" to shields like I proposed earlier in the thread. After 1 second shields naturally start to degenerate over time at a rate of 20% of the initial total lost per second, falling off entirely after 5 seconds.
What this does is it preserves the identity of the Paladin, while at the same time introducing a skill gap to playing them and "reducing" their overall effectiveness as a whole as they are not able to solo heal trials.
I like the idea of the shield decay, however, I don't think that'd be the correct way to implement it. Obviously, shields are good because they can stop large hits that a normal dps cannot survive, even at max hp. If Cleric and Warlock don't have a way to give shields, than they are practically guaranteed to be slightly subpar.
To keep the identity of the classes, I think a better way to balance out the healers is to give Cleric some way to shield (maybe let however much the cleric overheals be a shield but put a cap on it, like a max shield of 50%?) but let it decay quickly like what you stated. That way, Cleric would still feel like a reactionary healer who still has to actively heal incoming attacks, while Paladin has a slightly different role of giving a long-lasting shield that requires less attention. I'm not quite sure about what you'd do to Warlock though, as I haven't played Warlock before.
Please take my input with a grain of salt though, I'm not a veteran by any means, and I just had an idea I'd like to share.
Whilst I agree that Paladins needed an adjustment I do not believe that the adjustment that has been done here is the correct one, as it undermines the unique identity of the role in the process of trying to "fix" it. In my opinion what should have instead been done is the following:
1. Drastically reduce the values of Paladins heals (not their shields), to the point where if hitpoints are missing, it is divinity inefficient for them to try to restore them. 2. Leave the shield values as is. 3. Add a "Decay" to shields like I proposed earlier in the thread. After 1 second shields naturally start to degenerate over time at a rate of 20% of the initial total lost per second, falling off entirely after 5 seconds.
What this does is it preserves the identity of the Paladin, while at the same time introducing a skill gap to playing them and "reducing" their overall effectiveness as a whole as they are not able to solo heal trials.
I like the idea of shield decay. However, I don't quite think that's how it should be implemented.
The major problem is that, obviously, shields are really good. Shields can prevent people from dying even if they would've died at max hp. If Cleric and Warlock don't have shields, than they are guaranteed to be subpar options compared to Paladin.
I think the better way to balance out the healers is to give Cleric some kind of shield (maybe through overheals, which could cap out at 50%?), but make that shield decay quickly, so the identity of Cleric as a more reactionary healer that has to be more active than a Paladin, who just gives a long-lasting shield, and doesn't have to be as reactive. That way, the identity of the classes are still somewhat intact, I hope.
Not quite sure on what to do for Warlock since I haven't played Warlock yet.
Take my opinion/suggestion with a grain of salt though. I'm a relatively new player and this is just my 2 cents on how healing should be balanced, and it is probably not the most well-thought out idea.
You guys saying nerf but I was able to shield 75% of the health in latest patvh. You just need to adjust your game play to achieve this. And good improvements on at Will's and increased magnitudes. I hate to see 100% shield in mod 18. The current TOMM is doable without healers. I am very impressed with latest patch
Cleric When battle prayer is feated, it should decrease the cost of light of divinity by 50 so that it consumes 70 divinity, but instead it increases it further and costs 150 magnitude.
Again, I believe the feat empowered soothe is useless. With the reworked mechanics, no one wants to spend 40 divinity on that at will, unless the feat is upgraded too and give it 0 divinity consume, otherwise i don't see how this would be a decent choice compared to repeated blesssings.
You reduced the healing potency of cleansing light and increased the divinity cost, it is too much, leaving it at 100 is fair enough.
You also increased the cost for astral shield, why? the divinity regeneration is hardly efficient now and what we get is an increase of our divinity consumptions.
Without meaning to be a <font color="orange">HAMSTER</font>, but just so you know Devs, this is your equivalent of a prolonged public suicide.
You're trying to run this game into the ground it tunnels right down to the earth's core. You need some incentive to run content like this and there is none.
Hello there! Latest patch seems to go imho against one of purpose of changes, that was making "skills" more relevant than gear. Why? Reducing magnitudes and divininty cost incourage spamming - anything but skill related - makes timing and divinity management way less relevant - again less skills involved because why should I care about those if it is easier spam spells - and gear (power/crit, outgoing healing) more relevant, because only at high level it might be able to get an acceptable level of burst heals. On an additional note, the changes impact the most shielding and healing over time spells, because they heavily rely on quality rather than quantity, also current level of at-wills it is not strong enough to keep tanks alive (again, gear/consumables > skills), is that intended? Here a couple of ideas that might help balancing process keeping the changes in line with the original purpose: - Keep last patch changes for burst heals only (ie. bastion/divine touch), that might help this skills having a spot in rotation in some cases, Shielding and HoT spells should work the same as before latest patch; - Rework shields: Current shields works this way: "Raise a Divine/Infernal Barrier that absorbs damage equal to the amount of hit points healed (half for soulweaver)". The flaw in the process is you receive an heal AND a shielding effect. Making the shield working on overheals or, even better, separating pure shielding from pure healing powers, providing each class the chance to choose a different path, could help giving each class/spell a function that could serve a purpose and synergise with other ones. Thank you for reading, have a nice day!
Hello, I've read a lot of this thread before posting anything, but I apologize if this is repetitive and not additive. I am also not on preview server, but my thoughts I hope will be helpful:
"Healing" seems to mean two different things - removing damage that has occurred and preventing damage that will occur.
One shot death cannot be healed, only prevented -- currently OP shield does this (debate on how powerful other places) Heavy single shot damage can be healed - all 3 healers can do this to some degree, with consensus seemingly saying Warlocks have the most difficult time with this, especially if shatter spark is altered.
Multiple dot damage can be healed -- with heals over time, or staggered big (aoe?) heals
How to make each healer unique/useful -
Pally focus on preventing damage - shields on cooldown, limit/remove big heals Cleric focus on big heals - burst heals, revive heals (which can mitigate some of the one shotting post damage vs. shield) Warlock focus on hot - and REMOVING dots/negative states - maybe having multiple hots stack/synergy but limit the big burst heals, or a mob debuff/curse that maybe causes DPS/tank damage to also heal the party member as it damages the mob.
Until you make single target abilities more reliable/hit the mark they are not useful. DPS doesn't accidentally hit a party member if they move in front of a damage skill, why should healers not have the same ability?
More thoughts on DPS vs. heals differences:
1. In a group of mobs DPS can really hit any one they want (with few exceptions, maybe mimic vs. golem in LoMM as an example), order doesn't matter as much. But in a group of party members the heals MUST target the correct toon, heals get wasted if cast on wrong person at any point in the encounter, but the only way DPS is "wasted" is on the last damage shot that kills/overkills the mob.
2. Boss fights have one boss (usually). So 1 evil target that 5 or 10 or 15 people focus on. Healers in the same situation have 5 or 10 or 15 targets. Try making a boss fight with 15 bosses that have to be hit in some randomly specific order, as they move around, and have dps that hits any other boss waste the dps skill -- welcome to healing...
2. DPS area damage isn't shared and reduced based on number of targets, but heals are? So DPS gets to crowd mobs together to maximize damage, but friendlies crowded together both reduce AOE healing AND make it harder (be honest, impossible) to single target heal.
Thanks for reading, I look forward to the update (and the post update tweaks/balancing that will follow...)
You guys saying nerf but I was able to shield 75% of the health in latest patvh [sic]...The current TOMM is doable without healers. I am very impressed with latest patch
So here is a OP admitting that this class is not a healer? This is the problem. This.
You guys saying nerf but I was able to shield 75% of the health in latest patvh [sic]...The current TOMM is doable without healers. I am very impressed with latest patch
So here is a OP admitting that this class is not a healer? This is the problem. This.
He is just a troll or maybe daltonian: the 75% "shield" was probably the red part of HP bar, not the blue part Joke aside, the paladin has never been the best in straight strong healing, cleric was always better at this task.
man they really are pulling healers out of the game. severely horrible game design on this one. might as well cut down classes into three, a dps, a tank, and a heal so that theres no variety in playstyle but at least all classes function. this is severely debilitating and irritating.
anyways still no cleanse for warlock? no updates about the shield stacking? no good changes? i dont want to open preview anymore it makes me severely sad playing heallock
anyways still no cleanse for warlock? no updates about the shield stacking? no good changes? i dont want to open preview anymore it makes me severely sad playing heallock
Soulweaver here, i was checking the last ner---adjustments, and found out that Revitalize (former shatter spark) is wortheless even if you target it to only one person.
Was changed from 1500 magnitud to 800. If you need to heal one person you could just mark it with tab and heal it for 1000 mag for less Soulweave. And if there is 2 or more ppl, just using Soulstorm (former harrowstorm) will be much better since its 500 mag. And even if you ner--adjust the other powers to make Revitalize usefull, it won't happen. I would recomend to at least make the power give something usefull like a buff or better heal. And no, the feats that interact with it don't make it worth to use in any way, if there is more than one person will get a better shield from (or same heal over time) from Soulstorm, and even if there is one person i just use the Infernal Barrier at-will to give a similar shield if i crit. Same goes for Wraith's Shadow, useless before, useless now. Long CD for 6 seconds 5% dmg reduction, in a game that most dmg is 5 to 6 digits. And do not make me start about Warlocks Bargain, seriously, why take the heal away? And put the Cleanse in a TARGET power... Really? And why would i kill my Lifespark that can help me keep my team alive? In those 10 seconds my Lifespark can heal 3 times.
Now, Pillar of Power..... Why? The two best uses i found it is puting it for myself or for the tank in a boss fight. And that only if the team ask me to use it tbh, cuz otherwise i would go semi dps as you requested with those feats and class features.
The most common build would be something like: Daily: Soul Pact and anything else, most prolly a dps one. Encounters: Arms of Hadar, BoVa and Soulstorm. At-Wills: Infernal Barrier and Eldritch Blast. Class Features: Soulbound to keep the team "alive" and then any other Class Feature that isn't from the soulweaver tree. Feats: Anything that is dmg based. Have a pally shield in the team and only have one Loadout for heals with shields? You are screw, just go with heal overtime and Infernal Barrier, forget about Soul Reconstruction.
You see that? From every new thing of this class, only three or four are "worth using". And heck, that build was made to keep the class and game enjoyable while being "usefull" for the team.
I would love to say that i trully understand what are you doing with this changes... But i trully don't.. I don't understan. I know you had youtubers/streamers testing this changes way before you announce them and i find hard to believe that everyone said "you know? they will love this changes". But what makes me really mad is that i can't get what are you trying to do with Soulweavers, we were pretty unique as Templocks and that PoP was good enough. Then we had our little uniqueness with Life Bind with a watered down PoP......... And now this? I honestly can't find the "unique" this time.. Oh, wait.. The lifespark! that works every 3 seconds with a 100 mag heal and a long CD PoP that is just there to fill space with three other powers.
I don't think you need to put Feypact and Hellpact feats as Class Features, but look into them and make them a better choice. I do think and believe that you need to rework the next Class Features:
Souleater: Seriously, i already said this before but there is no way someone will use it and more in a Mod that has no active way to recover soulweave. Swift Command: Why should/would i use it? If im chaneling my heal and you walk away and die, its your fault. Borrowed Spirit: Again, even if its a trial i don't see a reason to use it.
And the feats.. Oh.. My.. God.. Im mad enough that you took life bind away.. but this new ones are just... Sad..
Essence of Power will always be a better choice cuz is the only way to feel the waiting is less painfull. Soul Reclamation doesn't feel like its doing anything but its a better choice than Focused Spark. Oversoul is DPS focused unless somehow it affects you heal, in that case i would heal one time and wait until my Soulweave is full again to do a "better" heal again, and even if it doesn't work like that, is way better than Soultheft. With that one, i would need to put myself in useless danger just to get a little amount of Soulweave. From the Brink will always be a better choice than Bright Spark. Its better to have that emergencie boost. And the lovely Feypact and Hellpact... Tbh, by default the "best" one is Feypact, and not for the pallys or the LAME 50 mag heal over time, but cuz the Lifespak could override the first shield i put if the other person had 99%hp.
Then again. You see that? There is no choices, no "what if". I know that you only do what the higer ups say but.. Why this? Why this hate for Soulweavers? And i say hate cuz this is in no way an improvement for us, only regresion with every new change. Regresions that we need to figure out how to make it playable and fun while we hope for love that will never come cuz its just stockholm syndrome with a little of Harley Quinn/Joker relationship. And it is not in "blue" cuz right now i trully feel no changes will be done until 1 or 2 more mods and already made my mind that plenty of "adjustments" are comming for us.
So yeah, my dear Soulweavers, right now we are like this. Lets hope for some love.
The meta it's just a guideline. And guidelines are boring.
Soulweaver: The Lovely Red Minstrel: The Rose Troubadour
Soulweaver here, i was checking the last ner---adjustments, and found out that Revitalize (former shatter spark) is wortheless even if you target it to only one person.
Was changed from 1500 magnitud to 800. If you need to heal one person you could just mark it with tab and heal it for 1000 mag for less Soulweave. And if there is 2 or more ppl, just using Soulstorm (former harrowstorm) will be much better since its 500 mag. And even if you ner--adjust the other powers to make Revitalize usefull, it won't happen. I would recomend to at least make the power give something usefull like a buff or better heal. And no, the feats that interact with it don't make it worth to use in any way, if there is more than one person will get a better shield from (or same heal over time) from Soulstorm, and even if there is one person i just use the Infernal Barrier at-will to give a similar shield if i crit. Same goes for Wraith's Shadow, useless before, useless now. Long CD for 6 seconds 5% dmg reduction, in a game that most dmg is 5 to 6 digits. And do not make me start about Warlocks Bargain, seriously, why take the heal away? And put the Cleanse in a TARGET power... Really? And why would i kill my Lifespark that can help me keep my team alive? In those 10 seconds my Lifespark can heal 3 times.
Now, Pillar of Power..... Why? The two best uses i found it is puting it for myself or for the tank in a boss fight. And that only if the team ask me to use it tbh, cuz otherwise i would go semi dps as you requested with those feats and class features.
The most common build would be something like: Daily: Soul Pact and anything else, most prolly a dps one. Encounters: Arms of Hadar, BoVa and Soulstorm. At-Wills: Infernal Barrier and Eldritch Blast. Class Features: Soulbound to keep the team "alive" and then any other Class Feature that isn't from the soulweaver tree. Feats: Anything that is dmg based. Have a pally shield in the team and only have one Loadout for heals with shields? You are screw, just go with heal overtime and Infernal Barrier, forget about Soul Reconstruction.
You see that? From every new thing of this class, only three or four are "worth using". And heck, that build was made to keep the class and game enjoyable while being "usefull" for the team.
I would love to say that i trully understand what are you doing with this changes... But i trully don't.. I don't understan. I know you had youtubers/streamers testing this changes way before you announce them and i find hard to believe that everyone said "you know? they will love this changes". But what makes me really mad is that i can't get what are you trying to do with Soulweavers, we were pretty unique as Templocks and that PoP was good enough. Then we had our little uniqueness with Life Bind with a watered down PoP......... And now this? I honestly can't find the "unique" this time.. Oh, wait.. The lifespark! that works every 3 seconds with a 100 mag heal and a long CD PoP that is just there to fill space with three other powers.
I don't think you need to put Feypact and Hellpact feats as Class Features, but look into them and make them a better choice. I do think and believe that you need to rework the next Class Features:
Souleater: Seriously, i already said this before but there is no way someone will use it and more in a Mod that has no active way to recover soulweave. Swift Command: Why should/would i use it? If im chaneling my heal and you walk away and die, its your fault. Borrowed Spirit: Again, even if its a trial i don't see a reason to use it.
And the feats.. Oh.. My.. God.. Im mad enough that you took life bind away.. but this new ones are just... Sad..
Essence of Power will always be a better choice cuz is the only way to feel the waiting is less painfull. Soul Reclamation doesn't feel like its doing anything but its a better choice than Focused Spark. Oversoul is DPS focused unless somehow it affects you heal, in that case i would heal one time and wait until my Soulweave is full again to do a "better" heal again, and even if it doesn't work like that, is way better than Soultheft. With that one, i would need to put myself in useless danger just to get a little amount of Soulweave. From the Brink will always be a better choice than Bright Spark. Its better to have that emergencie boost. And the lovely Feypact and Hellpact... Tbh, by default the "best" one is Feypact, and not for the pallys or the LAME 50 mag heal over time, but cuz the Lifespak could override the first shield i put if the other person had 99%hp.
Then again. You see that? There is no choices, no "what if". I know that you only do what the higer ups say but.. Why this? Why this hate for Soulweavers? And i say hate cuz this is in no way an improvement for us, only regresion with every new change. Regresions that we need to figure out how to make it playable and fun while we hope for love that will never come cuz its just stockholm syndrome with a little of Harley Quinn/Joker relationship. And it is not in "blue" cuz right now i trully feel no changes will be done until 1 or 2 more mods and already made my mind that plenty of "adjustments" are comming for us.
So yeah, my dear Soulweavers, right now we are like this. Lets hope for some love.
I feel the same, every soulweaver will be the same, same build, same feats, same encounters, maybe same gear, same boons and none of them will be a good healer.... Not even fun to play, those cooldowns and weak powers, sad man
SAME thing every mod, just hope the next will be better and get us at least decent to the end game content....
Comments
You have divided by two the healing magnitudes of the encounters but the cost has been divided by two too . Well fair enough but goodbye burst...
But why have you reduced so much the magnitude of the at-wills ???? This really makes no sense. How can a healer now maintain a tank that is taking 1 million hit repeatedly ?? There is no possibility to spam at-will quicker at some point.
Healers are already in short supply, this additional nerf is likely to encourage them to quit the game for good. Their classes have been too much destroyed at once.
2. M19 destroyed most of what I liked when playing DC heal. Healing is now ridiculously weak and slow. Is the game transitioning to tab targeting or something? Because, since M16, you guys only do things that make combat even slower. Needless to say, if I liked to play tab targeting games, I would have much better games to play. @asterdahl decided that healing was too strong and making things too easy. People say IC, the most difficult dungeon, runs smoother with 1 tank and 4 dps, and your solution was making healers even less needed apparently. I know, I know, healers are (probably?) needed for Zariel, but it's not like everything else is being removed when M19 goes live, and healing all the current content with these changes seems awful.
Good news - Was significantly harder to run out of divinity.
Bad news - I didn't run out of divinity because the heals are so pathetically low, with so long animation that even spamming them wasn't meaningful.
The ugly news - when a boss almost kills a tank with 1mil hp, and I'm either standing channeling tab and hoping I have the correct one marked or clicking at-wills like old refinement system, where I killed two expensive mice from all the clicking.
The really ugly news on OP - The difference between crit and non-crit is so minuscule that the entire gameplay where you time your crit before a meaningful attack and the feat that comes with it, are now mostly not relevant. Crit or not crit, there is no more depth, just spam spam spam.
I perhaps understand the reasoning behind the changes, but with all the issues before the changes there was depth in timing the heals, managing divinity and not spamming, now the trade-off became fighting the UI targeting and camera with the mark and a lot of just spamming the heals. I don't think the tradeoff worth it. I would probably refrain from playing healer as possible.
Paladin healer Suggestions
Revert Critical Touch back to triggering on any at-will use.
Divine Vessel really needs some work, currently you have to empty your Divinity pool to use it. This is a non starter to use it you either have to purposely empty your divinity in which case your probably dead 12 seconds later or your actually planning (by selecting the feat) to fail. Its basically an insurance policy and guess what no one ever really wants to use one because it means bad things are happening. So make it triggerable like the Cleric one or make it refill your divinity pool half way or something that doesn't leave you completely vulnerable. If you give us options that are useful and powerful maybe we wont want to be a hit point battery.
ps. I would rather you think up some completely new utility to give to Paladins than leave us with a tiny shield that nobody finds useful. If I have one complaint with mod 16 changes and now mod 19 changes is nothing is ever done in small measures.
Since the patch of yesterday, 100% of the healers on preview server (well the sample I asked, one of each class) are pissed off, with a high risk of leaving the game. This additional nerf is a backstab.
The paladins feel useless, the warlocks feel useless, DCs are meh.
Imagine the shock when the module is going to be live: endgame paladins are going to see their shields going from full bar to a miserable bar (100k), sw dots not able to overcome any dot, impossible healing burst.
This in addition to the dull tab and at-will gameplay that is now similar between all healer classes, with no particularities.
At least this last patch must be reverted. You are jeopardizing the health of the game when you touch support classes that much. Healers should be encouraged to stay in the game with a satisfying and rewarding gameplay.
What do you want us to do? to take SH boon optimizing the healing from the potions?? For sure potions now do better but we cannot spam them either...
At this point I'm just frustrated, pissed and depressed at how ineffective I am as a healer, barely healing more than the tanks own heal insignia bonuses and giving a smaller shield than your barkshield will block. With this change I doubt more than one healer will be brought into tomm and no healers into IC and everything lower. What's the point? when a stone of heal will heal you for a whole lot more and having that 4th or even 5th dps in the group will just make things go a lot faster.
I understand the necessity for the change, but these heavy nerfs have just made the healing roles rather useless. I propose give the Paladin the ability to shield without actually healing, reduce the timer if needed on how long the shield stays up. Just give us the ability to give meaningful shields and not ones that are like 20% of their Hp bar!!
Guess we fell back into the old patterns of not caring about player's opinion or even bother to communicate...
And prolly buy hpstones.. plenty of them.
I know most feedback was "get rid of the blue bar to eliminate the gap", but nerfing every healer just created a new gap.
Old gap (and prolly one that will continue for a while): Blue bars (for any class imo).
New gap: potions and hpstones will do a better job than most healers (me included).
Tbh, if you are an OP Heal you will still have plenty of chances to get a team, 20% blue bar is better than "50% of what you heal" that warlocks have. You put a blue bar, the team takes care of not dying with healing items if required.
Now all that we can do is wait for it to hit live and see how many healers quit the game, stay or just change to dps/tank.
Im debating between the first two cuz now i need to redo all my build since it was based on the best feat the soulweaver had, Life Bind. Wen't from a buff/debuffer to a "whats the point? even if i explain what PoP do, ppl won't stand on it even by accident" and "hey, that greenish wirlwind actually heals you!".
And those new CD on the buffs and debuffs.. OOF! LOVE IT! They will rarelly see the light since the feats only works with three powers!
OMG and those feats! Dps feats for a healer when my "divinity" is full? "Divinity" draining class features when you use dps at-wills? Im glad to see you know how a healer warlocks work!
Can't wait to see the hellbringer with team healing feats and support class features! Oh, wait, that would be a templock.
Don't miss Shater Spark at all, why heal the team pressing one buttom when they are scattered when i can have a target aoe heal that is less efective the more ppl it heals? Perfect for lomm.
And warlocks bargain? Loved the looooong cd and no healing. It was a bargain for sure, we traded our 10% hp for plenty of CD.
Im sad we can't actually dance when we are in a fight, would be dope to use the powers and just dance while we wait for them to be usable again.
And now, seriously, at least bring back old warlocks shard metter (that "divinity" one its just awfull) and make the "divinity" visible for everyone, you did it with the GF, do it with us.
Most ppl i talk to just tells me to lose my hope and that you guys won't do hamster, but i like to think that all the murdering you did to us, soulwavers, its just for preparing us for a nice, lovely, dope upgrade. Like actually usefull feats like plenty of ppl shared here, or good class features like plenty of ppl shared here.. Or powers... LIKE PLENTY OF PPL SHARED HERE.
Come on, don't make the healers log only to refine or claim the daily key. If there is no healers to play, and the 4dps1tank meta happens, you will need to increase the dmg and hp of every dungeon to balance things out.
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
1. Drastically reduce the values of Paladins heals (not their shields), to the point where if hitpoints are missing, it is divinity inefficient for them to try to restore them.
2. Leave the shield values as is.
3. Add a "Decay" to shields like I proposed earlier in the thread. After 1 second shields naturally start to degenerate over time at a rate of 20% of the initial total lost per second, falling off entirely after 5 seconds.
What this does is it preserves the identity of the Paladin, while at the same time introducing a skill gap to playing them and "reducing" their overall effectiveness as a whole as they are not able to solo heal trials.
This does not stop them from being a "mandatory" slot in a 10 man group, however to address that problem I believe the solution is to further build onto the identity of the other healers and not take away from the paladin. I would increase the damage mitigation capacity of the Cleric, defining their role as a mitigator and healer (they reduce the amount of damage you take by lowering the incoming hit). I would then improve the ability of Scourge Warlock's to increase the damage of party members, defining their role as being a damage buffer/debuffer as well as a healer. More of an offensive support and overall fitting the theme of the class.
The net result of doing so should make it so that the 3 different classes are desirable for different reasons. Facing slow, well telegraphed attacks that hit for a lot and you want to survive them? Take a paladin. Facing lots of small hits that sum up to a large value but aren't well telegraphed and you cannot react to them quickly? Take a Cleric. Wanting to take a risk and go all out aggressive? Take a warlock.
The solution opted for here is in my opinion the worst possible outcome, weakening the identity of the class in order to "solve" the problem.
this does not solve the problem of balance between healers
I know its hard for the paladins to accept, but the shields are too overpowered
or every healer has the shield or none of them
"unique identity", man i see this as an excuse, just make another feature to make them unique, but this shield is a problem.
ppl are already strong, they dont want to take risks..... come on
*I liked your idea of reducing the shield over time, it requires more skill of the player*
To keep the identity of the classes, I think a better way to balance out the healers is to give Cleric some way to shield (maybe let however much the cleric overheals be a shield but put a cap on it, like a max shield of 50%?) but let it decay quickly like what you stated. That way, Cleric would still feel like a reactionary healer who still has to actively heal incoming attacks, while Paladin has a slightly different role of giving a long-lasting shield that requires less attention. I'm not quite sure about what you'd do to Warlock though, as I haven't played Warlock before. Please take my input with a grain of salt though, I'm not a veteran by any means, and I just had an idea I'd like to share.
The major problem is that, obviously, shields are really good. Shields can prevent people from dying even if they would've died at max hp. If Cleric and Warlock don't have shields, than they are guaranteed to be subpar options compared to Paladin.
I think the better way to balance out the healers is to give Cleric some kind of shield (maybe through overheals, which could cap out at 50%?), but make that shield decay quickly, so the identity of Cleric as a more reactionary healer that has to be more active than a Paladin, who just gives a long-lasting shield, and doesn't have to be as reactive. That way, the identity of the classes are still somewhat intact, I hope.
Not quite sure on what to do for Warlock since I haven't played Warlock yet.
Take my opinion/suggestion with a grain of salt though. I'm a relatively new player and this is just my 2 cents on how healing should be balanced, and it is probably not the most well-thought out idea.
When battle prayer is feated, it should decrease the cost of light of divinity by 50 so that it consumes 70 divinity, but instead it increases it further and costs 150 magnitude.
Again, I believe the feat empowered soothe is useless. With the reworked mechanics, no one wants to spend 40 divinity on that at will, unless the feat is upgraded too and give it 0 divinity consume, otherwise i don't see how this would be a decent choice compared to repeated blesssings.
You reduced the healing potency of cleansing light and increased the divinity cost, it is too much, leaving it at 100 is fair enough.
You also increased the cost for astral shield, why? the divinity regeneration is hardly efficient now and what we get is an increase of our divinity consumptions.
You're trying to run this game into the ground it tunnels right down to the earth's core. You need some incentive to run content like this and there is none.
Repeat after me: DPS shouldn't have to tank.
Latest patch seems to go imho against one of purpose of changes, that was making "skills" more relevant than gear. Why? Reducing magnitudes and divininty cost incourage spamming - anything but skill related - makes timing and divinity management way less relevant - again less skills involved because why should I care about those if it is easier spam spells - and gear (power/crit, outgoing healing) more relevant, because only at high level it might be able to get an acceptable level of burst heals. On an additional note, the changes impact the most shielding and healing over time spells, because they heavily rely on quality rather than quantity, also current level of at-wills it is not strong enough to keep tanks alive (again, gear/consumables > skills), is that intended?
Here a couple of ideas that might help balancing process keeping the changes in line with the original purpose:
- Keep last patch changes for burst heals only (ie. bastion/divine touch), that might help this skills having a spot in rotation in some cases, Shielding and HoT spells should work the same as before latest patch;
- Rework shields: Current shields works this way: "Raise a Divine/Infernal Barrier that absorbs damage equal to the amount of hit points healed (half for soulweaver)". The flaw in the process is you receive an heal AND a shielding effect. Making the shield working on overheals or, even better, separating pure shielding from pure healing powers, providing each class the chance to choose a different path, could help giving each class/spell a function that could serve a purpose and synergise with other ones.
Thank you for reading, have a nice day!
I've read a lot of this thread before posting anything, but I apologize if this is repetitive and not additive. I am also not on preview server, but my thoughts I hope will be helpful:
"Healing" seems to mean two different things - removing damage that has occurred and preventing damage that will occur.
One shot death cannot be healed, only prevented -- currently OP shield does this (debate on how powerful other places)
Heavy single shot damage can be healed - all 3 healers can do this to some degree, with consensus seemingly saying Warlocks have the most difficult time with this, especially if shatter spark is altered.
Multiple dot damage can be healed -- with heals over time, or staggered big (aoe?) heals
How to make each healer unique/useful -
Pally focus on preventing damage - shields on cooldown, limit/remove big heals
Cleric focus on big heals - burst heals, revive heals (which can mitigate some of the one shotting post damage vs. shield)
Warlock focus on hot - and REMOVING dots/negative states - maybe having multiple hots stack/synergy but limit the big burst heals, or a mob debuff/curse that maybe causes DPS/tank damage to also heal the party member as it damages the mob.
Until you make single target abilities more reliable/hit the mark they are not useful.
DPS doesn't accidentally hit a party member if they move in front of a damage skill, why should healers not have the same ability?
More thoughts on DPS vs. heals differences:
1. In a group of mobs DPS can really hit any one they want (with few exceptions, maybe mimic vs. golem in LoMM as an example), order doesn't matter as much. But in a group of party members the heals MUST target the correct toon, heals get wasted if cast on wrong person at any point in the encounter, but the only way DPS is "wasted" is on the last damage shot that kills/overkills the mob.
2. Boss fights have one boss (usually). So 1 evil target that 5 or 10 or 15 people focus on. Healers in the same situation have 5 or 10 or 15 targets. Try making a boss fight with 15 bosses that have to be hit in some randomly specific order, as they move around, and have dps that hits any other boss waste the dps skill -- welcome to healing...
2. DPS area damage isn't shared and reduced based on number of targets, but heals are? So DPS gets to crowd mobs together to maximize damage, but friendlies crowded together both reduce AOE healing AND make it harder (be honest, impossible) to single target heal.
Thanks for reading, I look forward to the update (and the post update tweaks/balancing that will follow...)
So here is a OP admitting that this class is not a healer? This is the problem. This.
Joke aside, the paladin has never been the best in straight strong healing, cleric was always better at this task.
Was changed from 1500 magnitud to 800. If you need to heal one person you could just mark it with tab and heal it for 1000 mag for less Soulweave. And if there is 2 or more ppl, just using Soulstorm (former harrowstorm) will be much better since its 500 mag. And even if you ner--adjust the other powers to make Revitalize usefull, it won't happen. I would recomend to at least make the power give something usefull like a buff or better heal. And no, the feats that interact with it don't make it worth to use in any way, if there is more than one person will get a better shield from (or same heal over time) from Soulstorm, and even if there is one person i just use the Infernal Barrier at-will to give a similar shield if i crit.
Same goes for Wraith's Shadow, useless before, useless now. Long CD for 6 seconds 5% dmg reduction, in a game that most dmg is 5 to 6 digits.
And do not make me start about Warlocks Bargain, seriously, why take the heal away? And put the Cleanse in a TARGET power... Really? And why would i kill my Lifespark that can help me keep my team alive? In those 10 seconds my Lifespark can heal 3 times.
Now, Pillar of Power..... Why? The two best uses i found it is puting it for myself or for the tank in a boss fight. And that only if the team ask me to use it tbh, cuz otherwise i would go semi dps as you requested with those feats and class features.
The most common build would be something like:
Daily: Soul Pact and anything else, most prolly a dps one.
Encounters: Arms of Hadar, BoVa and Soulstorm.
At-Wills: Infernal Barrier and Eldritch Blast.
Class Features: Soulbound to keep the team "alive" and then any other Class Feature that isn't from the soulweaver tree.
Feats: Anything that is dmg based.
Have a pally shield in the team and only have one Loadout for heals with shields? You are screw, just go with heal overtime and Infernal Barrier, forget about Soul Reconstruction.
You see that? From every new thing of this class, only three or four are "worth using". And heck, that build was made to keep the class and game enjoyable while being "usefull" for the team.
I would love to say that i trully understand what are you doing with this changes... But i trully don't.. I don't understan. I know you had youtubers/streamers testing this changes way before you announce them and i find hard to believe that everyone said "you know? they will love this changes". But what makes me really mad is that i can't get what are you trying to do with Soulweavers, we were pretty unique as Templocks and that PoP was good enough. Then we had our little uniqueness with Life Bind with a watered down PoP......... And now this? I honestly can't find the "unique" this time.. Oh, wait.. The lifespark! that works every 3 seconds with a 100 mag heal and a long CD PoP that is just there to fill space with three other powers.
I don't think you need to put Feypact and Hellpact feats as Class Features, but look into them and make them a better choice.
I do think and believe that you need to rework the next Class Features:
Souleater: Seriously, i already said this before but there is no way someone will use it and more in a Mod that has no active way to recover soulweave.
Swift Command: Why should/would i use it? If im chaneling my heal and you walk away and die, its your fault.
Borrowed Spirit: Again, even if its a trial i don't see a reason to use it.
And the feats.. Oh.. My.. God.. Im mad enough that you took life bind away.. but this new ones are just... Sad..
Essence of Power will always be a better choice cuz is the only way to feel the waiting is less painfull.
Soul Reclamation doesn't feel like its doing anything but its a better choice than Focused Spark.
Oversoul is DPS focused unless somehow it affects you heal, in that case i would heal one time and wait until my Soulweave is full again to do a "better" heal again, and even if it doesn't work like that, is way better than Soultheft. With that one, i would need to put myself in useless danger just to get a little amount of Soulweave.
From the Brink will always be a better choice than Bright Spark. Its better to have that emergencie boost.
And the lovely Feypact and Hellpact... Tbh, by default the "best" one is Feypact, and not for the pallys or the LAME 50 mag heal over time, but cuz the Lifespak could override the first shield i put if the other person had 99%hp.
Then again. You see that? There is no choices, no "what if". I know that you only do what the higer ups say but.. Why this? Why this hate for Soulweavers? And i say hate cuz this is in no way an improvement for us, only regresion with every new change. Regresions that we need to figure out how to make it playable and fun while we hope for love that will never come cuz its just stockholm syndrome with a little of Harley Quinn/Joker relationship.
And it is not in "blue" cuz right now i trully feel no changes will be done until 1 or 2 more mods and already made my mind that plenty of "adjustments" are comming for us.
So yeah, my dear Soulweavers, right now we are like this. Lets hope for some love.
Soulweaver: The Lovely Red
Minstrel: The Rose Troubadour
Not even fun to play, those cooldowns and weak powers, sad man
SAME thing every mod, just hope the next will be better and get us at least decent to the end game content....