I noticed it on several runs during this week,sometimes the heal from cleric doesnt work. Today we had it in Spellplage - one of us needed to use potions all the way as he didnt get heal, even though the cleric spammed heal on him. Occationally it worked, but he ended up without potions in the end and just died frequently. The other day we had it in CR and also during TiC.
I fear the worst, as Bred. N. (head of development) mentioned in an inteview that he sees healing word overperforming. (Pls dont f*** up the cleric too - many things that get touched/changed are broken afterwards and require the players to report and analyze the newly created bugs for you) Maybe this is also related to other reported bugs as well... fx. the mention that "mirage" is doin 0 dmg at times - could be related as well? (but thats not for me to figure out)
This has a heavy impact, pls dont shrug it off with an excuse. Only the devs can figure out whats goin on and howto fix it and it should be marked as a
high priority.I didnt record it as i wasnt prepared today, but Kaas managed to make a clip the other day.
Imagine getting this bug on top of the common known bugs and the new bugs in CR.
Checkout this nightmare....
https://www.youtube.com/shorts/aDi1_5Y5lIU
Comments
Healer got nearly a mental breakdown- you can imagine
Its not an isolated case, it happened on/to different players (targets) and from different clerics (sources) in different dungeons.
I dont think all the guys from the yt clip and all all players in TiC where wearing iron leggins either ^^
In CR i guess there is much more going on ... as the dungeon is so f**** u*, there are strange lags, stuttering, double pushs, suddn death without any reason (no debuff symbol) and all sorts of wierd symtoms that appear randomly... all point toward server / bad coding issues imo
So it could be that the devs are creating worse and worse conditions that causes all sort of strange symtoms, like this.
It didnt happened before - its all quite recent.
The Wizard: Confirmed he was wearing "Rusted Iron leggins"
Im trying to reach out tho those ppl from the yt clip if anybody there also where wearing those.
Bastion of Health
Healing word
Guardian of Life
Interseccion
You can see its 0 health quite often.
Under special it shows "immune".
What i can see its that the code declares players immune to heal
Have similar results on a TiC run, but dont wanna post all of it as its just same issue everywhere.
With high dps team its not such a problem, but once the dps just a mid range... its nearly impossible to do.
please adress this issue asap and inform the community if you know this exists as well as that you will work on this ASAP. leaving this unchecked is even worse than boromir thinking using the ring against sauron is a good idea, just saying.
Right now I am focused on that 4,000 point campaign thing so I play enough to do that and maybe an RC while I am at it.
Because of the campaign I at least will continue to sign on every three or four days for sure until at least the 3K mark.
I used to queue solo on my paladin tank for RDQ but that was when doing so for the bonus RD was pretty much an instantaneous thing. Now that I generally have to wait a similar amount of time as compared to doing the same with one of my Healer types I do not bother with it anymore. It was happening often enough for me to stop trying as I really prefer a Healer or DPS for group content anyway.
usually when we enter the boss area -
I give healing word first thing, as we all always do (after others move forward, so Im sure they loaded the instance fully). It takes the divinity, it does the animation of the hand rising, but no healing clusters go out and the icon for healing word is not present on the status bars of any of the players.
@percemer , please ask for info about that one Thank you
From Rockster:
Just saw a clip of the stream where you're talking about nerfing the DC's Healing Word and your justification for doing so. Please genuinely consider the following points before moving forward: The cleric specializes in healing, it's supposed to be it's main function by virtue of it's very existence. Other classes also heal which gives them options when choosing that class, but a Cleric's main purpose is to heal with a dps function tacked onto the side. Like the pally's main function is to tank with a heal tacked onto the side. And a SW's main function is dps with a heal function tacked onto the side. It's a mistake to try to make it the same healing strength as all other healing classes and more cookie cutter and interchangeable with other healers. If you start nerfing the heals for the DC in any way you then make it less appealing as a class choice overall and probably then are making an issue for yourselves down the track to buff up damage or something to make it compete with other classes dps-wise. In any case, it's for pure healing that players choose to play this class, unlike the other ones, and the strength and functionality of the heals should not be nerfed to bring it in line with the other classes who can also heal as an extra talent.
Further, healing word costs a fair whack of divinity and is not always available to a player when they need it if they're using other powers which also costs divinity. So it may seem on the surface to be slightly OP but it's not always available to use anyway at the time you necessarily need it. If it didn't cost divinity and you could spam it on a pure timer it may be more relevant to think about this issue, but as it costs divinity it is not an encounter you can use at-will so to speak so it's not as readily-accessible as people may think. If you absolutely do have to nerf it in any way I would suggest raising the cost of divinity slightly to use to so it's used less often, rather than nerfing the length of time or the area of effect or the strength of the heal, which are all pretty perfect as they are. But I personally don't think it should be nerfed in the first place or touched in any way. contd...
Finally, the last thing Cryptic wants to do in the current climate is disappoint or upset players and this has the potential to upset quite a large portion of the playerbase who choose to play healers on cleric, so please bear this in mind when considering tinkering with this class. Leave well enough alone and buff the other healers sure, but there is really nothing wrong with the way Cleric functions right now, and to change it is more along the lines of micromanaging the players and controlling how they choose to play, rather than fixing something which is broken. Beware of going down this route because of the negative backlash in the playerbase it creates. Thanks for your time. (edited)
From BNorton
Rockster, thank you for your honest feedback. It is important to note though, we are not in agreement that Clerics are, to summarize, 'special' amongst the healers. Minstrels, Soulweavers, etc. need to be as effective at healing as a Devout.
This also means that Arbiters need to be as relevant as a DPS paragon as Hellbringers, Songblades, etc.
It is our goal to insure non-Devout healing paragons have near-parity with Devout Clerics.
Healing Word, in particular, is very resource-efficient.
My comments were not that it overall doesn't have costs, limitations, etc., but that compared directly to other encounter-power group heals in the game, it is highly efficeint and highly easy to utilize.
Healing Word has efficiency close to what Soulweaver Soulstorm achieves, but with greater consistency and much greater tactical practicality.
We certainly do not want to alienate any healers, or support players in general, as our goal is to actually increase their overall fun and desirability.
Hence why we're looking at buffs to other healing paragons more so than changes to the Cleric.
But Healing Word is such a standout power in the realm of healing encounter powers that it drives much of our balance discussions.
It is the baseline for balancing other group healing encounter powers, and as we look at the Paladin in particular, we have to make calls on if we like it as a baseline where it is, or if it needs slight adjustments as we try to bring other encounter group heals upwards
The players are saying there is nothing wrong with the healpowers itself. (other than its getting more and more bugged lately due to changes you make to the game... but instead of fixes for the game we get a nerf for a specific class which nobody asked for) Regardless of the consequenses for the players. Players grind for gear and stats and even pay money to get what you take away from them by doing so. (again)
Maybe endgamers can get the daily up in 10 sec - with macro. I cannot... as im not endgame and dont use macros.
After 4-5month buildup my cleric i now find out they nerf my goal away. Im still working on and "need to" cast "angel of life" and same time i cast the "holy ground" or "anoytant army". As incoming damage is inceasing more and more and even with 2 angel of lifes (its only a few seconds) player still dies and im out of divinity. Yeah i need to overheal as the variation in groups regarding IL and equipment is high and my OH is 90% without that last feat that gives 25% on full divinity. Healing words heal is HoT and a joke compared to other instant healspells. But as HoT is the only thing that saves costs to divinity its a vital part to keep the team alive until next instant healpower is available again due to divinity cap. Maybe once you reach endgame you dont have that many issues- but i cannot even get into mTos to get that "single equipment piece" ingame that can raise divinity regeneration - as my IL still is below 70k. So that once piece of gear i need to get that divinity aint available for me.
BNorton says its about balance: Balance what? A team of 5 has only 1 healer. In RTQ 2 but they dont compete with eachother like dps do they support eachother. I dont know anybody complaining about a good heal.
Cleric and Bards are the only healing choices atm: pally didnt work (stopped playin it after 6month), warlock dont work (way too static as healer) and you now nerf the cleric instead of fixing the others.
I agree with Rockster on this one, but BNorton seems too narrow minded; im sure he never played a healer. Clerics are special regarding the heal abilities. And they suck in DPS - lack of AoE is huge flaw and getting it up to endgame requires much help from others.
I see that BNorton (as head of development) decided that clerics need to be less effeciant so other classes get picked. (I think thats the balance he means) In other words... make the game harder for the cleric so its as weak in heal as other classes.
Am I the only one thinking this progression and discitions made are stupid?
I dont see the bugs with random heal not working beein fixed but I see that its useful to state those problems anyway.
Here is the latest info:
Source: https://community.arcgames.com/en/games/neverwinter/news/detail/11553373
Cleric At-Will Update
Blessing of Light
Effects are applied later in the animation, requiring more time to pass before the power can be cancelled for full effect.
Scattering Light
Effects are triggered later in the animation, requiring more time to pass before the power can be cancelled for full effect.
FX revised; the power has much less delay before the damage applies and should feel more responsive.
Devout and Arbiter paragons now use the same power timings.
Is now considered an area / multi-target attack for triggers like Vistani's Curse.
Magnitude increased from 65 -> 70; Arbiter Judgement scaling increased 6.5 -> 7.0.
Conflagrate
Is now considered an area / multi-target attack for triggers like Vistani's Curse.
Judgement scaling fixed to function like other Arbiter powers.
Magnitude increased from 130 -> 150; Arbiter Judgement scaling increased 5 -> 15.
Expanded Developer Notes on Cleric At-Will Updates
Two of the Devout Cleric’s At-Will powers could be interrupted to greatly increase their Action Point gain, and in the case of Scattering Light, their damage. While most players were only achieving small gains, some players had setups that allowed them to interrupt these powers at rates far above balance targets. We’ve updated Scattering Light and Blessing of Light such that they can still be interrupted, but provide less benefits for doing so.
Scattering Light also had some long delays built into its FX and damage components, and we’ve sped those up and generally tried to make the power more responsive.
Power Interruption
When power interruption (AKA: animation canceling) provides small benefits (+25% over baseline), it is fine. Neverwinter was built on allowing players to interrupt powers with other powers, and eking out small gains from clever interrupts is an important skill expression we want to maintain. Rarely does a single power having strong interrupt potential skew the overall class balance in any significant way.
When power interruption provides large benefits (50%+ over baseline), we have an issue. The power is functioning very differently from its original design, and unfortunately, likely has a bug (or oversight) that is allowing it to skew class balance and intent. We understand that some classes are only ‘competitive’ because specific powers can be interrupted in this way (we’re looking at you, Sentinel Slash), and we hope to make those classes/paragons less reliant on those mechanics when updating them.
In the case of Devout Clerics, we did not feel that their kit was underperforming in a way that justified them also having access to incredibly high action point gain via interrupts on Scattering Light and Blessing of Light. We also know that some players were using tools to extremely optimize the interrupts (primarily on PC), and that is something we do not want to encourage.
We will be making some improvements to Devout Cleric Daily powers in the near-future as well, expanding their targeting to affect nearby friendlies (not just party members). Other healers, such as the Warlock Soulweaver, will also be receiving updates, so please understand that we are actively working on buffs and quality-of-life fixes to healers while simultaneously trying to balance out some rough edges