The numbers were similar, but the second attempt (maybe you just had an extra spider) you got tore up so much more than in the 'Live' version. The heal was still unable to 'help out' as much as live.
And in live, a single cleric and AS was not an issue. It was double stacked AS.
You do realize the second time that cleric almost died.... right? First time at the end they were at half health. Not a very good test imo. Basically just proved something is wrong with the skill now. And you don't even know what everyone is complaining about. It's about the duration of the skill.
If the duration of AS as it is now is the only thing that can make a pug complete a dungeon run, it'll get reverted. There hasn't been enough testing to get crazy about it yet. It hasn't gone live. I think removing the stacking AS is a good thing, and if you read the patch notes there were a lot of ability effects that got that change, not just AS.
My guess is there were a lot of conversations in the design meetings about stacking effects, and they left them in with the intent to remove them if things got too crazy. Hard to tell what gear scaling is going to do until you've got a giant data set, which they have now.
This is why they've got a test server now. Most of you probably played WoW before. Lots of changes on the PTRs never make it to live and get reverted or tweaked.
But yeah, nerfing the uptime this much seems like a bad idea.
Not sure if you guys are just trolling me but...in the 2nd clip on the test server. I was at half health already before taking damage from the spiders.
Didn't think this would be an issue considering I was only testing the numbers.
Not sure if you guys are just trolling me but...in the 2nd clip on the test server. I was at half health already before taking damage from the spiders.
Didn't think this would be an issue considering I was only testing the numbers.
Ah ok I did miss that. I'll admit it.
Anyway it still doesn't solve or show anything beside what's obvious. Most peoples complaints are about keeping their parties alive during dungeons. They believe that AS is the only skill that can help with that task. I still haven't seen anyone prove them wrong...
I know there are people actually trying and testing but until then the complaints will keep on going.
Ah ok I did miss that. I'll admit it.
Anyway it still doesn't solve or show anything beside what's obvious. Most peoples complaints are about keeping their parties alive during dungeons. They believe that AS is the only skill that can help with that task. I still haven't seen anyone prove them wrong...
I know there are people actually trying and testing but until then the complaints will keep on going.
Yeh..AS is what keeps people alive (mostly). Their is a PW post somewhere on another Astral Shield thread where he explains that people will have to play smarter, avoid red circles, avoid standing in front of cleaving melee mobs if your squishy.
I ran a short Spider Run with a few people up to the first mini boss and what I did was Drop AS..dot all the mobs up, throw some heals out...and during the 5 second down time I threw down Divine Armor. Seemed to work well.
Hopefully will be able to get more of our guys to mimic their toons on test server to get a proper full test run in. Here is another interesting fun fact about our mini run. I..the cleric took the LEAST amount of dmg. I literally did not have to tank anything. My GF was able to hold consistent aggro.
Yeh..AS is what keeps people alive (mostly). Their is a PW post somewhere on another Astral Shield thread where he explains that people will have to play smarter, avoid red circles, avoid standing in front of cleaving melee mobs if your squishy.
I ran a short Spider Run with a few people up to the first mini boss and what I did was Drop AS..dot all the mobs up, throw some heals out...and during the 5 second down time I threw down Divine Armor. Seemed to work well.
Hopefully will be able to get more of our guys to mimic their toons on test server to get a proper full test run in. Here is another interesting fun fact about our mini run. I..the cleric took the LEAST amount of dmg. I literally did not have to tank anything. My GF was able to hold consistent aggro.
Hehe ok ok. I did believe you once you showed that video. Sorry sorry.
Anyway, it's obvious that most people don't fully test anything out. Adapting to the situation is very important in gaming, I agree.
It's great you guys are testing everything out! But like I said before, anyone can write words saying they did this and did that but without proof it won't appease the ones sticking to their gut "feelings" that clerics are broken. I really wish they'd just get rid of Astral Shield altogether and get rid of Righteousness (or lower that percentage) while tweaking some of our other skills. Being dependant on one or two skills to save them all is really ridiculous imo.
Did spider last night on test (full run, still using my build from live), but had a second cleric because that's the only other person that was on (sat in queue for ~30m before we finally just found a 5th in town).
It was... interesting. Our GF was able to successfully hold threat on most of the mobs - the non tank that was getting all of the add agro was actually our CW (go figure). Never slotted Sooth, never needed to.
I really want to solo heal it though, without another clerics heals on me, and without still mostly 100% AS uptime.
I honestly believe after this patch goes live their will be some adjustments to the amount of adds we have to deal with. Might be wrong, who knows..we will see!
I think the whole "Divinity" stuff needs to be reworked. Those divinity at wills need to be removed. they are useless, bad and... bad. Instead our current at wills must gain additional effects when using them in divinity:
Spear: gains piercing effect when casted in divinity. consumes 3% divinity per cast.
Seal: It will still damage ony one target but the debuff will be applied to 5 more enemies near the target. consumes 5% divinity per cast.
Flame: Now every hit applies temp HP. consumes 3% divinity per cast.
Brand: It reduces target's defense. consumes 5% divinity per cast.
Daunting/bastion/chains. That excessive delay must be eliminated out of divinity. Seriously.
Every other skill needs to be improved because they are complete <font color="orange">HAMSTER</font> and divinity bonus must be higher. 100% divinity for 200HP more from a heal is pathetic.
if you do it correctly you can run dgs i had a gwf friend yesterday on preview shard and i would tell him when shield was down so he could use tab wasnt so hard we had a pug of 2 cw and 1 tr
edit: not much merit since it was karrundax but still and i was using the regular as sb dg no extra heals.
While the nerf to AS is great news, in my opinion. There needs to be compensation elsewhere.
The problem with clerics wasn't that they were to powerful, but just that they had every egg in one basket.
Astral Shield is everything on live. Without it, people fall over dead . With it, people can just face tank everything.
Any form of versatility is diminished because of the power of Astral Shield. It will never leave my Encounter bar and it will never be replaced. Limiting my versatility to only 2 Encounter Powers.
Considering Sun Burst is also a near mandatory ability, theres really not much choice left.
This isn't only the problem for Clerics mind you. As a Guardian, i've never taken Lunging Strike off my bars and i've never replaced Frontline Surge since i got it. My At-Wills have hardly ever changed either. Cleave and Threatening Rush are just to powerful.
You do realize the second time that cleric almost died.... right? First time at the end they were at half health. Not a very good test imo. Basically just proved something is wrong with the skill now. And you don't even know what everyone is complaining about. It's about the duration of the skill.
LOL please continue to read this thread please. You'd have read that I admitted I missed something. You should now understand that people miss things. It happens, so don't worry.
I think the whole "Divinity" stuff needs to be reworked. Those divinity at wills need to be removed. they are useless, bad and... bad. Instead our current at wills must gain additional effects when using them in divinity:
Spear: gains piercing effect when casted in divinity. consumes 3% divinity per cast.
Seal: It will still damage ony one target but the debuff will be applied to 5 more enemies near the target. consumes 5% divinity per cast.
Flame: Now every hit applies temp HP. consumes 3% divinity per cast.
Brand: It reduces target's defense. consumes 5% divinity per cast.
Daunting/bastion/chains. That excessive delay must be eliminated out of divinity. Seriously.
Every other skill needs to be improved because they are complete <font color="orange">HAMSTER</font> and divinity bonus must be higher. 100% divinity for 200HP more from a heal is pathetic.
You can pretty much do kurrandax without a DC if you have 2 CW's in party. But props for only using normal AS i guess, although It doesn't tell us much from the testing standpoint
Comments
Wasn't the main concern from everyone that it was going to be considered a "HoT" now and be affected by our "Righteousness" mechanic?
At first, most of us figured out that wasn't the case though.
The sh*tstorm moved to the 10 second duration thing lol.
It lasts 10 seconds.
The numbers were similar, but the second attempt (maybe you just had an extra spider) you got tore up so much more than in the 'Live' version. The heal was still unable to 'help out' as much as live.
And in live, a single cleric and AS was not an issue. It was double stacked AS.
Anyway, who'd you steal that video from?
My guess is there were a lot of conversations in the design meetings about stacking effects, and they left them in with the intent to remove them if things got too crazy. Hard to tell what gear scaling is going to do until you've got a giant data set, which they have now.
This is why they've got a test server now. Most of you probably played WoW before. Lots of changes on the PTRs never make it to live and get reverted or tweaked.
But yeah, nerfing the uptime this much seems like a bad idea.
Didn't think this would be an issue considering I was only testing the numbers.
Ah ok I did miss that. I'll admit it.
Anyway it still doesn't solve or show anything beside what's obvious. Most peoples complaints are about keeping their parties alive during dungeons. They believe that AS is the only skill that can help with that task. I still haven't seen anyone prove them wrong...
I know there are people actually trying and testing but until then the complaints will keep on going.
Yeh..AS is what keeps people alive (mostly). Their is a PW post somewhere on another Astral Shield thread where he explains that people will have to play smarter, avoid red circles, avoid standing in front of cleaving melee mobs if your squishy.
I ran a short Spider Run with a few people up to the first mini boss and what I did was Drop AS..dot all the mobs up, throw some heals out...and during the 5 second down time I threw down Divine Armor. Seemed to work well.
Hopefully will be able to get more of our guys to mimic their toons on test server to get a proper full test run in. Here is another interesting fun fact about our mini run. I..the cleric took the LEAST amount of dmg. I literally did not have to tank anything. My GF was able to hold consistent aggro.
Hehe ok ok. I did believe you once you showed that video. Sorry sorry.
Anyway, it's obvious that most people don't fully test anything out. Adapting to the situation is very important in gaming, I agree.
It's great you guys are testing everything out! But like I said before, anyone can write words saying they did this and did that but without proof it won't appease the ones sticking to their gut "feelings" that clerics are broken. I really wish they'd just get rid of Astral Shield altogether and get rid of Righteousness (or lower that percentage) while tweaking some of our other skills. Being dependant on one or two skills to save them all is really ridiculous imo.
It was... interesting. Our GF was able to successfully hold threat on most of the mobs - the non tank that was getting all of the add agro was actually our CW (go figure). Never slotted Sooth, never needed to.
I really want to solo heal it though, without another clerics heals on me, and without still mostly 100% AS uptime.
btw am going to HG as a support for AS next patch, but I do not if the feat will help with AS.
Spear: gains piercing effect when casted in divinity. consumes 3% divinity per cast.
Seal: It will still damage ony one target but the debuff will be applied to 5 more enemies near the target. consumes 5% divinity per cast.
Flame: Now every hit applies temp HP. consumes 3% divinity per cast.
Brand: It reduces target's defense. consumes 5% divinity per cast.
Daunting/bastion/chains. That excessive delay must be eliminated out of divinity. Seriously.
Every other skill needs to be improved because they are complete <font color="orange">HAMSTER</font> and divinity bonus must be higher. 100% divinity for 200HP more from a heal is pathetic.
I want this class in NW.
edit: not much merit since it was karrundax but still and i was using the regular as sb dg no extra heals.
The problem with clerics wasn't that they were to powerful, but just that they had every egg in one basket.
Astral Shield is everything on live. Without it, people fall over dead . With it, people can just face tank everything.
Any form of versatility is diminished because of the power of Astral Shield. It will never leave my Encounter bar and it will never be replaced. Limiting my versatility to only 2 Encounter Powers.
Considering Sun Burst is also a near mandatory ability, theres really not much choice left.
This isn't only the problem for Clerics mind you. As a Guardian, i've never taken Lunging Strike off my bars and i've never replaced Frontline Surge since i got it. My At-Wills have hardly ever changed either. Cleave and Threatening Rush are just to powerful.
observe the video properly pls.
LOL please continue to read this thread please. You'd have read that I admitted I missed something. You should now understand that people miss things. It happens, so don't worry.
This is the direction we need to start pushing.