Is the heal supposed to be so underwhelming? IT was healing me for around 1.2% of my maximum HP. With feats, I could have 3% temp hitpoints too added whenever i use it, which in a one minute fight adds up to around 17% healing or temp hitpoints. 18% if I take an end game class defining feat to add on 50% more healing as a HOT. Why would I take that as my class defining feat when the base heal is so underwhelming?
It is very lackluster. Just replace the skill with another aoe skill. Proceed to faceroll through everything, since this class is literally a bowling ball. We'll see how it scales at later levels, but up through 15 it just wrecks face.
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masonity84Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 14Arc User
edited March 2013
It's a good single target dps attack anyway, which is something the class lacks, so I prefer it to shout. But seeing as the healing is it's defining thing it really needs to pack at least some punch.
I think I'd prefer a minor HoT rather than a one time heal.
You can add a HOT to it at the end of one of the paragon path feat trees. Unfortunately it's 50% of the base heal, and with the base heal being so low it'll be just as pointless. One hit taken (not a telegraphed hit, just a normal swing) can negate it.
You can add a HOT to it at the end of one of the paragon path feat trees. Unfortunately it's 50% of the base heal, and with the base heal being so low it'll be just as pointless. One hit taken (not a telegraphed hit, just a normal swing) can negate it.
Blimey, I'd say they should have gone for something based off the damage the attack dealt.
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doctorcomicsMember, Neverwinter Beta Users, Neverwinter Guardian Users, Silverstars, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited March 2013
When I saw a self-heal power I got exited; the truth was underwhelming. I'd like to see more healing from it, even if it did less damage.
masonity84Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 14Arc User
edited March 2013
It is based on the damage dealt...
However, the average damage dealt by it with up to date gear is around 1/10th of your HP pool. You regain 10% of damage dealt. Therefore it's around 1% of your HP. The HOT element is 50% of the healing itself. So in this case you'd have a 1% heal and a 0.5% HOT.
10% of damage done is fine for a self heal built into an at will, but on a 15 second cooldown it's just not even noticable. I use it as a single target big hit, NOT a heal.
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kotliMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 577
edited March 2013
Really it should be higher or give a 10% damage dealt lifesteal buff for a few secs (this would make it more useful), as it is it only heals about a 5th of standard monsters attack.
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jkap92Member, Neverwinter Beta UsersPosts: 0Arc User
edited March 2013
Yeah I've noticed this too, the heal is almost completely negligible I don't even really view it as part of the skill anymore, I just use it for the damage spike.
I feel like it really could use a pretty sizeable healing buff without throwing balance out of whack. In my experience in dungeons GWF dps is far suirpassed by trickster thieves at least at level 15ish. I think this skill needs some love, either buff the damage and remove the heal or just buff the heal because as it stands the heal is virtually nothing.
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zingarbageMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
Yeah I've noticed this too, the heal is almost completely negligible I don't even really view it as part of the skill anymore, I just use it for the damage spike.
I feel like it really could use a pretty sizeable healing buff without throwing balance out of whack. In my experience in dungeons GWF dps is far suirpassed by trickster thieves at least at level 15ish. I think this skill needs some love, either buff the damage and remove the heal or just buff the heal because as it stands the heal is virtually nothing.
What was your plan of attack for the GWF? I seemed to lead the charts on damage fairly easy though single target the rogue was a bit ahead. I was usually in the 240-280k range for damage.
[SIGPIC][/SIGPIC]
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nyxelia666Member, Neverwinter Beta Users, Neverwinter Hero UsersPosts: 5Arc User
What was your plan of attack for the GWF? I seemed to lead the charts on damage fairly easy though single target the rogue was a bit ahead. I was usually in the 240-280k range for damage.
can't say you are wrong but i tested out both classes up to lvl 30ish
specially testet TR and GWF in the lvl 24 delve i guess it was cragmine or sth.
whole run with both chars on full blue lvl 20 gear all on max dmg
well the surprising thing was my TR did about 780k dmg total that run... the GWF did only a half 400k dmg total.
tried to stay behind the mobs all the time... wasn't that hard to do cause mobs always jumped at the cleric
i wonder if the gwf scales better in endgame.. right now at lvl 30ish its not as good as a DD or a tank
love the GWF so far but it lacks a bit dmg imo
and on the topic.. hope they change the heal a bit..otherwise they could have left it out completely
Xe'Luna White - 60 GWF - GS: 10.257 - offensive build and still tanking
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kotliMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 577
edited March 2013
Lets see GWF got STR +damage as main stat and DEX +%crit and CON +HP as secondary stats.
Rogue got DEX +%Crt as main stat STR +damage and CHA +damage from behind as secondary stats.
^ Given that the Rogue got 3 stats boosting damage to the fighters 2 I would expect the Rogue to do more damage.
The only time i expect it not to be true is in a bunched up fight where the fighters can hit multiple mobs.
The problem in BW3 is mobs chase the cleric who running reducing DPS of everyone.
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epixcomixMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
edited March 2013
The heal needs to either be boosted into the 50%-75% of damage done range, or the heal needs to be dropped entirely and some other effect tacked on, like maybe a knockdown or a boost to your damage resistance. As things stand now, really, the heal is pretty much completely ignored. It doesn't even heal enough to make up for a single hit from a minion, much less anything tougher or multiple opponents.
The only thing this strike "restores" is my sense of humor when I see the heal amount.
Do not see the problem here. We are talking about a ability that deals decent damage and has a fairly short cool down. This is a Meat cleaver rampaging through anything in its path. Having a ability that gives you some hp back is in my opinion just a bonus, and if your crying about healing get a companion cleric or make friends with a cleric. The skill is designed to do damage the heal is just a bonus. if anything take the healing off and add a DOT bleed effect ... If I wanted to heal myself id drink some beer .... I uh mean potions that I found were very easy to find and were also easy to purchase. Except when I was in dungeons with lazy healers trying to out DPS me then I just chug all day long. Stick to healing you lazy cleric.
This is based off of D&D and clerics are supposed to be battle tanks dishing out moderate damage while supporting the Real DPS classes such as Fighter Thief and Mage
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epixcomixMember, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 2Arc User
Do not see the problem here. We are talking about a ability that deals decent damage and has a fairly short cool down. This is a Meat cleaver rampaging through anything in its path. Having a ability that gives you some hp back is in my opinion just a bonus, and if your crying about healing get a companion cleric or make friends with a cleric. The skill is designed to do damage the heal is just a bonus. if anything take the healing off and add a DOT bleed effect ... If I wanted to heal myself id drink some beer .... I uh mean potions that I found were very easy to find and were also easy to purchase. Except when I was in dungeons with lazy healers trying to out DPS me then I just chug all day long. Stick to healing you lazy cleric.
This is based off of D&D and clerics are supposed to be battle tanks dishing out moderate damage while supporting the Real DPS classes such as Fighter Thief and Mage
The "problem" so to speak is that the heal function on this attack is pointless as it is. If they simply wanted to give the GWF a hard hitting attack, they could have done that without adding the healing portion. Obviously they intended some kind of niche or mechanic to be filled by this, but whatever they were hoping to achieve did not seem to happen. The reason people are commenting so much on this is because this is the whole point of beta tests and player feedback. Some things seem good on paper but in actual use turn out not to achieve the desired effect.
The majority agree that the heal is pointless, and I would have to agree. We all seem to like the damage. Changing it to a HoT and increasing the amount healed sounds good. Personally, I wouldn't mind seeing the healing removed all together and adding a different effect, like a knock-up.
Comments
feels a bit low for a single target attack though...
You can add a HOT to it at the end of one of the paragon path feat trees. Unfortunately it's 50% of the base heal, and with the base heal being so low it'll be just as pointless. One hit taken (not a telegraphed hit, just a normal swing) can negate it.
Blimey, I'd say they should have gone for something based off the damage the attack dealt.
Seven Against Thay: An RP-Focused Guild for all Races and Classes
However, the average damage dealt by it with up to date gear is around 1/10th of your HP pool. You regain 10% of damage dealt. Therefore it's around 1% of your HP. The HOT element is 50% of the healing itself. So in this case you'd have a 1% heal and a 0.5% HOT.
10% of damage done is fine for a self heal built into an at will, but on a 15 second cooldown it's just not even noticable. I use it as a single target big hit, NOT a heal.
I feel like it really could use a pretty sizeable healing buff without throwing balance out of whack. In my experience in dungeons GWF dps is far suirpassed by trickster thieves at least at level 15ish. I think this skill needs some love, either buff the damage and remove the heal or just buff the heal because as it stands the heal is virtually nothing.
What was your plan of attack for the GWF? I seemed to lead the charts on damage fairly easy though single target the rogue was a bit ahead. I was usually in the 240-280k range for damage.
can't say you are wrong but i tested out both classes up to lvl 30ish
specially testet TR and GWF in the lvl 24 delve i guess it was cragmine or sth.
whole run with both chars on full blue lvl 20 gear all on max dmg
well the surprising thing was my TR did about 780k dmg total that run... the GWF did only a half 400k dmg total.
tried to stay behind the mobs all the time... wasn't that hard to do cause mobs always jumped at the cleric
i wonder if the gwf scales better in endgame.. right now at lvl 30ish its not as good as a DD or a tank
love the GWF so far but it lacks a bit dmg imo
and on the topic.. hope they change the heal a bit..otherwise they could have left it out completely
Rogue got DEX +%Crt as main stat STR +damage and CHA +damage from behind as secondary stats.
^ Given that the Rogue got 3 stats boosting damage to the fighters 2 I would expect the Rogue to do more damage.
The only time i expect it not to be true is in a bunched up fight where the fighters can hit multiple mobs.
The problem in BW3 is mobs chase the cleric who running reducing DPS of everyone.
The only thing this strike "restores" is my sense of humor when I see the heal amount.
This is based off of D&D and clerics are supposed to be battle tanks dishing out moderate damage while supporting the Real DPS classes such as Fighter Thief and Mage
The "problem" so to speak is that the heal function on this attack is pointless as it is. If they simply wanted to give the GWF a hard hitting attack, they could have done that without adding the healing portion. Obviously they intended some kind of niche or mechanic to be filled by this, but whatever they were hoping to achieve did not seem to happen. The reason people are commenting so much on this is because this is the whole point of beta tests and player feedback. Some things seem good on paper but in actual use turn out not to achieve the desired effect.
Screw the little heal, buff the damage. Maybe buff the talent.