Healing sucks in this game. Developers really need to look at what the clerics roll is going to be now, it's basically fend for yourselves and hope a cleric has Astral shield up.
Astral shield is not a requirement. Try switching it our for sunburst and using forgemaster's flame. I've solo healed T2's with only these 2 healing encounters (and using astral seal and soothing light).
Actually, playing my cleric now is alore more fun then it was pre patch.
They should have never introduced the cleric in this game as primarily a healer. This creates too much dependence on the cleric to keep the party alive.
What they should have done was make the cleric purely a buffer/de-buffer, and give everyone the ability to recoup their own hp independently (feats and powers that better life steal and regen for instance).
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willsommersMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 103
edited June 2013
What they should have done is offered multiple healing classes and options. Before healing was just stupid. 1 skill spam = win. Face tanking T-2 bosses with a TR. Working as intended?
Healing sucks in this game. Developers really need to look at what the clerics roll is going to be now, it's basically fend for yourselves and hope a cleric has Astral shield up.
Try different encounter power variations and you'll see that the cleric's healing is perfectly fine , it is just that now in PvE it requires a group effort to stay alive you can't get carried by a single skill anymore .
I've done T2s on every single class possible in this game after the last balance patch mind you .
peacockbladeMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Guardian Users, Neverwinter Knight of the Feywild UsersPosts: 0Arc User
edited June 2013
Gakonastick, what you're asking for is a Warlord. They're definitely the ones to see about buffing & debuffing, with some healing available. I've played one since 4th Edition released, and it's been a nice change. I think it'd translate well to Neverwinter, especially for those that want to survive by killing stuff faster.
As for playing clerics post-patch, I've got a new, ungeared 60 cleric. So far, just one spot of difficulty, which was overcome with a change to the more accepted tactics. These are with PUGs, as well. Being a cleric is definitely more interesting now, but saying it is "horrendous" is far from true.
Gakonastick, what you're asking for is a Warlord. They're definitely the ones to see about buffing & debuffing, with some healing available. I've played one since 4th Edition released, and it's been a nice change. I think it'd translate well to Neverwinter, especially for those that want to survive by killing stuff faster.
As for playing clerics post-patch, I've got a new, ungeared 60 cleric. So far, just one spot of difficulty, which was overcome with a change to the more accepted tactics. These are with PUGs, as well. Being a cleric is definitely more interesting now, but saying it is "horrendous" is far from true.
Yeah , true that . Being a cleric right now is a bit different but it's far from what the OP stated .
Love playing the Cleric and its Challenges. Life is Better after the patch, However would like to see more VALUE added to the less used POWERS to make them worthwhile for me to put on my Action Bar.
Astral shield is not a requirement. Try switching it our for sunburst and using forgemaster's flame. I've solo healed T2's with only these 2 healing encounters (and using astral seal and soothing light).
Actually, playing my cleric now is alore more fun then it was pre patch.
Forgemasters takes entirely too much divinity to keep spamming it all of the time.
As a new lvl 60 Cleric who has just been running the T1's today with PuG's, I can tell you this, the Cleric in a pug needs to have group mates who like to play, instead of faceroll. If someone is facerolling damage, they die, we can no longer carry them. If they yell at the healer for not healing their faceroll, well, that's them being stupid.
If you are expecting to carry someone then this is not the game for you.
As a cleric if YOU want to be the one facerolling damage and adds, be prepared to die, you'll have to pay attention now.
If you want to pug, it gets better at lvl 60, where people tend to be a little more experienced with how to play their classes.
I still have Astral Shield on my hotbar, however it doesnt get cast unless the tank is near death, or some other emergency arises. It isn't my go to for main healing anymore. Which is fine and feels more balanced as people are not completely ignoring every other ability they have anymore.
I'm not seeing that. I find that most players take care of themselves they know that since healing is just a support option and not an endall be all of the design of the roles they needed something else to fulfill the need for healing so they gave us dodging and potions and now they are coming out with potions as a trade so we'll see how it pans out.
Incidently healing is actually done quite well in this game. It could be worse, all of your spells could be AOE zone heals that are stationary while battling bosses that are definitely coded to instantly know where your heals go and then immediately place a damage AOE zone right on top of it (tested this it happens 90% of the time), without any direct heal options. The game I just described is GW2. It's a big problem with their design of the roles they broke even their own personal trinity in that game. No one specs into that or CC they just all go burst damage who needs to work when you can just destroy bosses in a few seconds.
I personally think some of the spells need a bit of tweaking. I think they could boost cleric offence and healing 20% and we would still be the weakest class. Or maybe add some better debuffs to the existing ones at least. If not offence and healing then maybe they could boost our defense.
I think they could do this through the paragon paths and feats, They could use a bit of a boost IMHO. Nothing to extravagant. Just a bit of dev love to balance it all out in the grand scheme of things.
I have a 60 cleric decked out in t2 gear and i always feel the class would be that much better if we just had one more spell to throw on our hotbar. The cooldowns play a big factor in choosing spells. Some of the cool downs are so long that it makes some spells not so fun. They could just reduce them and a lot of us would feel like the class has opened up a ton.
I am all for a bit of change with divines. They are the one class that could really benefit from it right now. It def would not hurt the game. They are still fun to play once you gear em out. But they could be a bit better.
Really? I have no problem. I even have divinity to spare for soothing light.
Agreed. The lack of divinity is from a bad spec, not the class or power itself. I pretty much can't run myself out of Divinity unless I intentionally try.
Edit: Oh, Cleric's fine. Incredibly boring now, but fine. It's even easier to heal than it was before the changes, thanks to zero aggro.
Comments
A) your job is less fun, and
it's still hard
unless of course you're in a double DC party, in which case ONE of you gets to have some fun.
Cleric used to be a good fun class, it's just healing is absolutely so terrible.
Actually, playing my cleric now is alore more fun then it was pre patch.
What they should have done was make the cleric purely a buffer/de-buffer, and give everyone the ability to recoup their own hp independently (feats and powers that better life steal and regen for instance).
Try different encounter power variations and you'll see that the cleric's healing is perfectly fine , it is just that now in PvE it requires a group effort to stay alive you can't get carried by a single skill anymore .
I've done T2s on every single class possible in this game after the last balance patch mind you .
Just pvp'd today and went 8-0-62 with pugs.
Another game I went 10-1-30 something.
For pve it's whatever, pve is easy anyways.
As for playing clerics post-patch, I've got a new, ungeared 60 cleric. So far, just one spot of difficulty, which was overcome with a change to the more accepted tactics. These are with PUGs, as well. Being a cleric is definitely more interesting now, but saying it is "horrendous" is far from true.
Yeah , true that . Being a cleric right now is a bit different but it's far from what the OP stated .
More classes are coming, I expect another healing class will be among the additions eventually.
Forgemasters takes entirely too much divinity to keep spamming it all of the time.
If you are expecting to carry someone then this is not the game for you.
As a cleric if YOU want to be the one facerolling damage and adds, be prepared to die, you'll have to pay attention now.
If you want to pug, it gets better at lvl 60, where people tend to be a little more experienced with how to play their classes.
I still have Astral Shield on my hotbar, however it doesnt get cast unless the tank is near death, or some other emergency arises. It isn't my go to for main healing anymore. Which is fine and feels more balanced as people are not completely ignoring every other ability they have anymore.
Incidently healing is actually done quite well in this game. It could be worse, all of your spells could be AOE zone heals that are stationary while battling bosses that are definitely coded to instantly know where your heals go and then immediately place a damage AOE zone right on top of it (tested this it happens 90% of the time), without any direct heal options. The game I just described is GW2. It's a big problem with their design of the roles they broke even their own personal trinity in that game. No one specs into that or CC they just all go burst damage who needs to work when you can just destroy bosses in a few seconds.
I think they could do this through the paragon paths and feats, They could use a bit of a boost IMHO. Nothing to extravagant. Just a bit of dev love to balance it all out in the grand scheme of things.
I have a 60 cleric decked out in t2 gear and i always feel the class would be that much better if we just had one more spell to throw on our hotbar. The cooldowns play a big factor in choosing spells. Some of the cool downs are so long that it makes some spells not so fun. They could just reduce them and a lot of us would feel like the class has opened up a ton.
I am all for a bit of change with divines. They are the one class that could really benefit from it right now. It def would not hurt the game. They are still fun to play once you gear em out. But they could be a bit better.
Really? I have no problem. I even have divinity to spare for soothing light.
Agreed. The lack of divinity is from a bad spec, not the class or power itself. I pretty much can't run myself out of Divinity unless I intentionally try.
Edit: Oh, Cleric's fine. Incredibly boring now, but fine. It's even easier to heal than it was before the changes, thanks to zero aggro.