why not keep the heal penalty when solo? remove it when in a full group? allow the cleric to be healed without penalty when in a full party? If the cleric is doing their role well, no one in group should need to use many health pots, then neither should the cleric need to use many of them. It's been stated by the devs that the penalty was to balance out the costs of health pots that every other class would have to purchase. fine. If the cleric is somewhat negating the cost of potions when in a group for everyone else, then that benefit should affect the cleric themselves as well.
If you can't be constructive in your criticism, go back to world-of-whiners.
Post edited by morvek01 on
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kotliMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 577
edited April 2013
Well the thing is in a group everyone pot use gets reduce because they should be taking less damage overall, as the big mobs should be fighting the tank and the rest should be mopped up fast.
That still doesn't account for the disparity between a cleric healing a party and themselves WHILE grouped. IMHO there should be zero heal penalty for a cleric when running in the same zone/instance with a full group. If concern is for botters or someone parking toons at a zone entrance, make it distance based as well as the party has to be alive. The more party members who die, the less the cleric receives from self healing. As long as the whole party is alive and in range there should be zero heal penalty for the cleric.
If you can't be constructive in your criticism, go back to world-of-whiners.
I believe the self-heal debuff needs to stay. Clerics have so much healing, and every single heal power heals themselves as well as their target, so to have them receive the full effect would either make them OP energizer bunnies that never ever ever ever die, or their heals simply won't be worth while to their allies.
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l1zardo1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 0Arc User
edited April 2013
Well its a way to nerf self healing without crippling their party contribution. Also solo play was far too easy in BW2, only time you had to pot was if you were tanking a boss or pulled 3 extra groups by accident.
I have no idea what 'sweet spot' they are looking for class balance. How many pots should every class have to drink per encounter? 0.6 ? What is there drop rate, what is silver dropped per encounter : cost of that tier of potion
Pretty sure that is the math and balance they are trying to strike. If you feel you cannot solo at all, then they either screwed up on their end, or you fail miserably. Time will tell.
Problem is, it is very relative to what encounter powers you use. When I went 3 dps, the fights were fast, but I had to pot 1-2 times to have full HP for next pull. As bad as HW seems, it is very good at that specific task, it just won't be enough to save you in combat.
Sometimes a fast farm is worth the pot consumption, but in my experience it was not maintainable. Drinking faster than finding. Daunting / Forge / HW seemed to strike the best balance for me anyways
healing is perfect just like it is and my main is a DC. what they need to do is increase the CD on pots. nearly spamming pots is making the game way too easymode right now.
healing is perfect just like it is and my main is a DC. what they need to do is increase the CD on pots. nearly spamming pots is making the game way too easymode right now.
I agree on this point, but I do have a concern. I plan to have a DC and a GF. I fear for my GF due to what I have been seeing over the past 3 BWE's where the majority of clerics go dps mode in groups and expect me (as a GF tank) to burn all my pots. This has me concerned about the availability of tanks for pugging if this mentality becomes the norm. It was a major reason that I became a guild only tank in games like WoW.
The reduction in the self healing will, at some level, reduce a cleric's dependence on self healing in solo content (which is the majority of content). This is training them to use less healing spells, so when they go into a group I fear this habit may spill over. I'm not saying all clerics play this way, just what I have seen from my experience as a GF, particularly in the last BWE.
So having a self heal penalty while in a full group is ok with the cleric community? Somehow I think the 4 of you who agree with this blanket penalty are in the minority. I didn't suggest removing the penalty, I suggested adjusting the penalty to do exactly what it does now during solo play and be altered for fairness during group play depending on party size and number of groupmates currently alive as well as in range of the cleric. This wouldn't affect anyone else except the cleric by leveling the playing field with regard to POTION USE. Nothing else. If you think the number of potions that a cleric uses is fair (it will ALWAYS be more for a cleric no matter if playing solo or in a group if the penalty doesn't change) then fine, the devs should leave things as they are. Just to point out, other classes will use less health potions when grouped with a cleric, yet the cleric in the same group will be forced to contiue to use potions if they get in trouble as their self-heals won't be able to keep up. The health potion cost isn't fair with the current setup which is what the devs stated was their original purpose of adding the self-heal penalty. I want to see more healers playing not less. Yeesh.
If you can't be constructive in your criticism, go back to world-of-whiners.
I think their issue in group play was that every targeted heal also heals the cleric 100%. So even without trying, you are staying at 100% without pots.
Its really a moot point at that time because there wasn't much heal aggro either. Why they 'tweaked' both. Just had disastrous results
I would rather have the 50% penalty than play by the usual rules of getting 0% from a heal on another target.
Beta is all about trying to get the balance correct, and they are still making changes and collecting data. Last beta's set was useless.
As for the 'dps cleric issue' , if they aren't using Div+Forge on your main target tank, then they fail lol. It keeps a heavy snare and healing aura up, which both extremely benefit the GF and any melee dps.
So having a self heal penalty while in a full group is ok with the cleric community? Somehow I think the 4 of you who agree with this blanket penalty are in the minority. I didn't suggest removing the penalty, I suggested adjusting the penalty to do exactly what it does now during solo play and be altered for fairness during group play depending on party size and number of groupmates currently alive as well as in range of the cleric. This wouldn't affect anyone else except the cleric by leveling the playing field with regard to POTION USE. Nothing else. If you think the number of potions that a cleric uses is fair (it will ALWAYS be more for a cleric no matter if playing solo or in a group if the penalty doesn't change) then fine, the devs should leave things as they are. Just to point out, other classes will use less health potions when grouped with a cleric, yet the cleric in the same group will be forced to contiue to use potions if they get in trouble as their self-heals won't be able to keep up. The health potion cost isn't fair with the current setup which is what the devs stated was their original purpose of adding the self-heal penalty. I want to see more healers playing not less. Yeesh.
We know what it is you were saying and we still disagree. You used loaded phrases like "altered for fairness" and "(it will ALWAYS be more for a cleric no matter if playing solo or in a group if the penalty doesn't change)" as if they were simple fact, which they are not. YOUR observations are not gospel.
Clerics DONT always use more potions than other classes. Even in BW3 when Cleric aggro was bugged I still used FAR less potions on my Cleric than any other Class (I tried them all). The fact that we have healing AT ALL makes us less dependent on potions because we can heal up between fights for free and during fights we're constantly regenerating health while we nuke mobs into the floor. And now that the aggro bug is fixed we will need potions EVEN LESS when in groups. Mobs won't be attacking us, the GF and GWF will be tanking everything if they know what they're doing.
I plan to have a DC and a GF. I fear for my GF due to what I have been seeing over the past 3 BWE's where the majority of clerics go dps mode in groups and expect me (as a GF tank) to burn all my pots. This has me concerned about the availability of tanks for pugging if this mentality becomes the norm. It was a major reason that I became a guild only tank in games like WoW.
The reduction in the self healing will, at some level, reduce a cleric's dependence on self healing in solo content (which is the majority of content). This is training them to use less healing spells, so when they go into a group I fear this habit may spill over. I'm not saying all clerics play this way, just what I have seen from my experience as a GF, particularly in the last BWE.
Cheers!
That's a legitimate concern which I share, but I don't think it will be as bad as you fear. The fact is even if a Cleric goes all dps powers, most of those powers still have a secondary heal effect. Even if they find a way to avoid all healing whatsoever, then you now have a pure dps character and you should either go into the dungeon expecting to need to supply your own healing with Fighters Recovery and some temp-hp-generating powers, or find an actual healer.
Remember that Neverwinter is not like WoW with the Holy Trinity. A lack of healing means an abundance of something else (in this case DPS) and you must be flexible enough to use that to your advantage.
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sarsparilla1Member, Neverwinter Beta Users, Neverwinter Guardian UsersPosts: 27Arc User
edited April 2013
I think that if they got heal aggro under control or gave priests a FADE skill or something similar to drop or lessen aggro, the self heal issue in groups would fix itself.
Comments
I have no idea what 'sweet spot' they are looking for class balance. How many pots should every class have to drink per encounter? 0.6 ? What is there drop rate, what is silver dropped per encounter : cost of that tier of potion
Pretty sure that is the math and balance they are trying to strike. If you feel you cannot solo at all, then they either screwed up on their end, or you fail miserably. Time will tell.
Problem is, it is very relative to what encounter powers you use. When I went 3 dps, the fights were fast, but I had to pot 1-2 times to have full HP for next pull. As bad as HW seems, it is very good at that specific task, it just won't be enough to save you in combat.
Sometimes a fast farm is worth the pot consumption, but in my experience it was not maintainable. Drinking faster than finding. Daunting / Forge / HW seemed to strike the best balance for me anyways
I agree on this point, but I do have a concern. I plan to have a DC and a GF. I fear for my GF due to what I have been seeing over the past 3 BWE's where the majority of clerics go dps mode in groups and expect me (as a GF tank) to burn all my pots. This has me concerned about the availability of tanks for pugging if this mentality becomes the norm. It was a major reason that I became a guild only tank in games like WoW.
The reduction in the self healing will, at some level, reduce a cleric's dependence on self healing in solo content (which is the majority of content). This is training them to use less healing spells, so when they go into a group I fear this habit may spill over. I'm not saying all clerics play this way, just what I have seen from my experience as a GF, particularly in the last BWE.
Cheers!
Its really a moot point at that time because there wasn't much heal aggro either. Why they 'tweaked' both. Just had disastrous results
I would rather have the 50% penalty than play by the usual rules of getting 0% from a heal on another target.
Beta is all about trying to get the balance correct, and they are still making changes and collecting data. Last beta's set was useless.
As for the 'dps cleric issue' , if they aren't using Div+Forge on your main target tank, then they fail lol. It keeps a heavy snare and healing aura up, which both extremely benefit the GF and any melee dps.
We know what it is you were saying and we still disagree. You used loaded phrases like "altered for fairness" and "(it will ALWAYS be more for a cleric no matter if playing solo or in a group if the penalty doesn't change)" as if they were simple fact, which they are not. YOUR observations are not gospel.
Clerics DONT always use more potions than other classes. Even in BW3 when Cleric aggro was bugged I still used FAR less potions on my Cleric than any other Class (I tried them all). The fact that we have healing AT ALL makes us less dependent on potions because we can heal up between fights for free and during fights we're constantly regenerating health while we nuke mobs into the floor. And now that the aggro bug is fixed we will need potions EVEN LESS when in groups. Mobs won't be attacking us, the GF and GWF will be tanking everything if they know what they're doing.
That's a legitimate concern which I share, but I don't think it will be as bad as you fear. The fact is even if a Cleric goes all dps powers, most of those powers still have a secondary heal effect. Even if they find a way to avoid all healing whatsoever, then you now have a pure dps character and you should either go into the dungeon expecting to need to supply your own healing with Fighters Recovery and some temp-hp-generating powers, or find an actual healer.
Remember that Neverwinter is not like WoW with the Holy Trinity. A lack of healing means an abundance of something else (in this case DPS) and you must be flexible enough to use that to your advantage.