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Helping the Devs with Module 5 - Suggestions for DC changes

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  • tyrtallowtyrtallow Member, NW M9 Playtest Posts: 747 Arc User
    edited September 2014
    Oh and diogene0, here's another tidbit you can add to your "no one here is bashing on buffing" argument:
    The fact that it doesn't do the former aspect now is down to various factors - gear creep, game mechanics, other class abilities. The consequences of which have relegated the Cleric class to the level of a buffer companion.
    Oh yes, buffs like Hallowed Ground/Divine Armor/etc. have really "relegated the Cleric class to the level of a buffer companion."
    Hurrah.
    Well I'm able to handle myself in the current environment, but is it satisfying? No.

    I've currently reached the end of the road with my cleric. High prophet, rank 9s, epic companions (still missing one because there are so few relevant pets for clerics), I have artifacts and could make them legendary but what's the point? I could buy myself an artifact belt but what's the point? There's no improvement I can make to my cleric character in the current meta, and if I do them the improvements will be so infinitesimal it is completely pointless.
    I already pointed this out my first post. Just about every DC-related problem we have atm can be traced back to broken/too situational powers/feats/class mechanics. The basic playstyle is fine, the problem is all supplementary stuff.
    Currently more than a half of the spells I use make my gear score, attributes, and to some extend, build, completely irrelevant. Astral shield, divine glow, hallowed ground, all these spells can be used effectively wearing green gear. Now that I have high prophet I'm set for the rest of my cleric's life, unless they make a high prophet II, and I hope they won't because damage buffs trivialize the content enough already. For the same reasons I'm not sure it would be wise to make stats improve the amount of buffing
    Actually this can also be traced to back to broken/too situational powers/feats/class mechanics, if you think carefully about it. See, our buffs are fine. You even mention how they can potentially trivialize some content. But in order to use our strongest buffs (Hallowed Ground/DA/etc, Divine Astral Shield, Divine mode Divine Glow) we need to either attack or heal. Unfortunately these days attacking or healing seems pointless thanks to how lots of things seem to be outdated or outright broken (including the paragon feat paths). This is the part that needs to be fixed.
    Purely by example: If Linked Spirit was working as per its description, then wouldn't you be motivated to stack PvE stats? Wouldn't that also improve your quality of life for solo? Wouldn't that also improve your runs if our powers started working properly or were "updated"? Finally, if a system for gauging player performance then showed that, most likely thanks to you, your group is progressing through content faster, with less deaths and with a lot more damage mitigated than similar groups wouldn't that just make your day?
    Yes. Is this going to fix the fundamental issues making a half of the class abilities useless? Probably not.
    Seriously? Is it really so hard to login for a while and just listen to people on Legit, perhaps even LFG or zone, at least? You don't even have to play the game. Just sit back and listen to what goes on during talks about epic LL or epic SoT. The devs are working on changing the meta.
    Anyway, if you can't bother to do so it's basically this: more mobs are immune to CC, there are less mobs to LS from, it is very difficult to reposition mobs now, fire left from some red spots can now drain 40k HP easy (doesn't even matter if you get hit by the original blast), and there are bosses that can hit for 150k+ HP. Automatic KO against squishies, tougher folks are usually left with 1/4 HP or less.
    And this is supposedly just a hint of future changes. The devs are still experimenting with this stuff.
    Like I said earlier, it's all very promising.
    This change may not be DC-specific, but you have to agree that, assuming all goes well with the rebalance, it will impact us significantly in the future.
    Did you really read what I wrote? I said a DC can focus on one of three things...he can focus on being a healer, he can focus on DPS or he can focus on buffing/debuffing.

    Sometimes it makes sense to focus on healing. In particular, during HEs. Wear one of the healing armor sets, and select powers that help with healing - this will help a DC get "Great Success" practically every time.
    And did you read my post? I said that mitigation and healing do not go well together from a design standpoint. It is pointless to "focus" on healing for sake of healing alone.
    I also mentioned that a system to better gauge player performance in dungeons and skirmishes needed to be implemented so we don't have to focus on healing just to get "Great Success" even on heroic encounters, which is ridiculous. A large chunk of that healing would not be required if the system also measured mitigated damage and we could just use our strongest powers instead.
    You there. New to the game? Feeling overwhelmed? Maybe you think getting to end-game is impossible for a casual player like yourself, or maybe you just need to be around a community that helps each other stay sane and competitive with the latest news, current trends, random chitchat and most of all LEGIT (that is, we try to keep things fair) gameplay. If you don't mind being around quirky people and the rare occasional drama (one of our prominent TR members is apparently a mafia godfather) join nw_legit_community at http://www.nwlegitcommunity.shivtr.com/forum_threads/2330542.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2014
    Yes I got it, I've read what people say on legit, i'm there too. I also remember that shortly after the dread ring release everyone needed some time to adapt. At that time I've seen many people trying to queue for VT with two clerics because the dungeon was considered difficult. Not because it is but because some of the game mechanics were still mysterious for many of us. So, yes, it was before it became easy to stack lifesteal, and people needed time to realize how powerful this stat is and how it makes support (tanking, mitigation, healing) irrelevant if you're geared enough to afford 10-11% lifesteal without crippling your dps.

    Now please read what I'm saying too. The devs are slowly adapting. Okay. Great. But given the current state of the lifesteal mechanic, with my CW, one encounter = back at full HP. It's clearly a lot easier with aoe dot spells like icy terrain (when it crits you're experiencing the game in god mode) but single target works too. I have tanked valindra in teams with no cleric or tank with my wizard with 12% lifesteal and endless consumption. Well endless consumption is really broken as in effing OP but ultimately it just boils down to the lifesteal mechanic. There's no diminishing returns on healing amounts, it interacts with multiple targets without any kind of penalty, and DoTs provide the caster a seemingly endless amount of healing. And, what a surprise, it's still working very well in module 4.

    In this situation, mitigation from the cleric is at the very least redundant, inefficient, and frankly uneeded. Mitigation is relegated to the status of a gimmick and while buffing might have some interest you may take as well another damage monster with strong self healing abilities for better results. The best thing a cleric currently provides is convenience. You see bigger red crits and you can stay in red longer and dodge a bit less. Once people find a way to adapt, lifesteal will again kick support classes out of the "must have" check list even if stuff is hitting hard when you stand in red or don't dodge telegraphed strong attacks. Which makes the final lifesteal ToD boon a bit funny now, because that's what every dps character doing pve is going to take. Because the stat is clearly a bit too strong right now.

    With all the diminishing returns, truly harder content with strong attacks you can't dodge seems like daydreaming. There's a ceiling because there are diminishing returns. We're almost at this ceiling. There are still possibilities like monsters using debuffs and reducing the efficiency of lifesteal but it won't work on the long run unless they add it everywhere. It's a nerf which isn't a nerf. But it's not fully addressing one of the fundamental challenge the game is almost facing: soon everyone is going be maxed out in every single stat but power, which makes some balance issues more blatant. IMO the flavour of the month is lifesteal, because it's really making support totally irrelevant no matter how you take it. Queue with a full dps party, facetank YOLO mode and wait for dots to proc lifesteal to heal you until you're done with that monster. Ultimately you can't fix anything and make support roles required unless you tweak some game mechanics once the ceiling has been reached because no new kind of content can make a difference if it can't be truly harder.


    Edit: I'd like to add a small more personal comment. Please stop with the "no class should be required" argument. It's getting old. DPS is required. It's even absolutely mandatory. Why support wouldn't be mandatory too? That's what makes co op games not being dps races and facerolls. If we don't stand up to get the kind of changes we want to make people actually NEEDING clerics and tanks and healing scourge warlocks, our nice support characters will only be invited because the players are either bad and need to be carried or because your friends feel sorry for you. So, yes, parties should need a cleric, or a tank, or any kind of support focused character! And if that's not your cup of tea well, you only want the game to be an easy mode faceroll with no amount of challenge. Please admit it. At the very least having no support should be an incredibly tough achievement worth bragging about for weeks. :)
  • greymondgreymond Member, Neverwinter Beta Users Posts: 1 Arc User
    edited September 2014
    diogene0 wrote: »
    Edit: I'd like to add a small more personal comment. Please stop with the "no class should be required" argument. It's getting old. DPS is required. It's even absolutely mandatory. Why support wouldn't be mandatory too? That's what makes co op games not being dps races and facerolls. If we don't stand up to get the kind of changes we want to make people actually NEEDING clerics and tanks and healing scourge warlocks, our nice support characters will only be invited because the players are either bad and need to be carried or because your friends feel sorry for you. So, yes, parties should need a cleric, or a tank, or any kind of support focused character! And if that's not your cup of tea well, you only want the game to be an easy mode faceroll with no amount of challenge. Please admit it. At the very least having no support should be an incredibly tough achievement worth bragging about for weeks. :)

    I see your point, but I have to disagree a bit...This game isn't designed to have class requirements like traditional MMO's such as WoW, Rift, SWTOR, etc. Neverwinter is very action-y and more similar to Tera/GW2 where every class has a heal and some defensive abilities. The problem Neverwinter has with Clerics right now is that they made a Devoted Cleric (shouldn't it have been Divine Oracle?) healer class for a game that isn't designed to use it. Had they gone with any of the other paths such as Angelic Avenger, Anointed Champion, Radiant Servant or Warpriest they wouldn't be having the issue that they have a class loaded with healing abilities that doesn't compete damage wise (and therefore healing wise) with the other classes. Now they could get rid of Life Steal or at least devalue it so that other classes needed a healer, but then we'd have a game focused on trying to play off the trinity aspect and that's not the direction that MMO's seem to be headed. People want class diversity, but they don't want to be spamming a LFG channel or sitting in queue for hours waiting for a healer or tank.

    In fact I'll go as far as to say whoever picked the paragon paths for the launch of this game had a very traditional mindset since they picked a healer, a tank a controller and a dps to launch...but then between alpha and beta and launch the game changed from a DnD game to an Action Tera/GW2-style game and somehow they forgot to change the classes to something else.

    And as far as DPS face rolling goes...well...Diablo1-3 is basically that and it's pretty popular.
  • adrukenadruken Member, NW M9 Playtest Posts: 43 Arc User
    edited September 2014
    Just trowing a suggestion, why don't change how divinity affect DC spells?

    I always found pretty ridiculus that without divinity Dc got 3 healing spells (sun burst, healing word, bastion of health), and with divinity we get shield and forgemaster flame heals, so we are related to attack and gain divinity in order to heal properly (when heals are required of course...), so the suggestion is to change divinity mode in a punishment mode, make the powers that need divinity to cure able to cure without it, and when divinity (or punishment mode) is active make them deal damage, like astral shield turned in a shield of pain for enemies, or forgemaster flame only healing in normal mode and add the damage in divinity (the opposite of what happens now).

    That's my 2 cent for Dc, hope it helps.
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2014
    adruken wrote: »
    Just trowing a suggestion, why don't change how divinity affect DC spells?

    I always found pretty ridiculus that without divinity Dc got 3 healing spells (sun burst, healing word, bastion of health), and with divinity we get shield and forgemaster flame heals, so we are related to attack and gain divinity in order to heal properly (when heals are required of course...), so the suggestion is to change divinity mode in a punishment mode, make the powers that need divinity to cure able to cure without it, and when divinity (or punishment mode) is active make them deal damage, like astral shield turned in a shield of pain for enemies, or forgemaster flame only healing in normal mode and add the damage in divinity (the opposite of what happens now).

    That's my 2 cent for Dc, hope it helps.

    Right now divinity management is what makes the cleric interesting and challenging to play. If you don't take care of that well you're pretty much useless in most situation. Remove that and the cleric will just require smashing buttons in a random order. No more of "the right spell at the right time". When your character has grown, and when you're supposed to quit because you're done with it, this element actually keeps you in game. You can never reach perfection but you can try. Remove timing from the gameplay and well the game will become another random MMO with a bland and uninteresting gameplay. With the current "time it right or be useless" requirement, it's all about elegance! :)

    Keep in mind that the cleric isn't a backseat healer. You must play on the frontline to keep your divinity at acceptable levels. The meta in this game revolves a lot about being a small gang bashing monsters so you won't be a good cleric if you just want to sit back and heal you'll mess up with the npcs which will spread across the room. And you don't want this to happen. That's wrong. You're crippling your team if you do. :)
  • masterjewstarmasterjewstar Member Posts: 563
    edited September 2014
    I was thinking of getting rid of punishing light and soothing light and just using divinity to empower at-wills for the same general cost for using the beams could make things like:

    Lance of faith pierces through targets in a straight line or even richochets once or twice.

    Brand of the sun could hit 2x harder or by 50% more on each tick.

    Sacred flames could heal on each hit around target or aoe on third hit.

    Blessing of battle could also heal around cleric.

    Astral seal could dot or aoe making it spread faster.

    Any number of things because its the at-wills that aren't really great none of them even aoe and most people think the beams aren't that great or worth it; unless that's changed.

    It would solve some damage and healing aspects of a cleric they could even add a buff or debuff to them.

    just an idea since that's what the thread is for.
  • blindnirvanablindnirvana Member, NW M9 Playtest Posts: 30 Arc User
    edited September 2014
    a CC/stun skill or two is always welcome! a light ball that dazes?
  • nordveignordveig Member, NW M9 Playtest Posts: 146 Arc User
    edited September 2014
    So is an overhaul to DC coming in module 5?
  • almondumalmondum Member Posts: 313 Arc User
    edited September 2014
    So is an overhaul to DC coming in module 5?

    Yes, the changes are complete, we're just waiting for the information to come out.
    I hope after the changes are released, we will be able to be read/heard.

    Honestly, I'm abit afraid of the changes, who knows if they manage to make DC even worse?
    Last time I heard of "rework"...it was a "reword" - aka Righteousness.

    Hope is the last to die, and I truly want the changes to be good for everyone and that they will do a good job.

    Have fun,
    Almondum.
  • ghoulz66ghoulz66 Member, NW M9 Playtest Posts: 3,748 Arc User
    edited September 2014
    almondum wrote: »
    Yes, the changes are complete, we're just waiting for the information to come out.
    I hope after the changes are released, we will be able to be read/heard.

    Honestly, I'm abit afraid of the changes, who knows if they manage to make DC even worse?
    Last time I heard of "rework"...it was a "reword" - aka Righteousness.

    Hope is the last to die, and I truly want the changes to be good for everyone and that they will do a good job.

    Have fun,
    Almondum.

    Dunno how they could POSSIBLY make DC worst in pvp. Aside from that make them better at shielding/healing the party than the flippin GF's valor and OP Templockes.
  • masizin777masizin777 Member Posts: 181 Arc User
    edited September 2014
    Being able to hit more than 5 targets with encounter attacks! prefer (7 or more)
  • lyaiselyaise Member Posts: 491 Arc User
    edited September 2014
    Re-copied from Twitter:
    "Chris Meyer‏@CrypticGMC
    Short version? Clerics are getting two different flavors of healing feats and a full set of damage feats+ Divine Mode rework".


    The hope was sometime in September, but no.
    So when?
    Or are we again looking at the famous "soon........."
    ...............vote for your favourite expansion..........
    "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
    ..............not this one then.............
  • aulduronaulduron Member, NW M9 Playtest Posts: 1,351 Arc User
    edited September 2014
    I hope the divine mode rework means more divinity
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2014
    Yes they're kinda late but don't want to rush changes since they probably don't want to go back to the design board every week for a month after the release of module 5. See the dev tracker. We'll see what happens, hopefully it will be different from the traditional "tons of bugs but the marketing dept will kill us if we miss the release date". A delayed preview release also means less time to provide feedback. Fun times ahead.
  • velynnavelynna Member Posts: 336 Arc User
    edited September 2014
    aulduron wrote: »
    I hope the divine mode rework means more divinity

    Agreed. I hate that we have 3 sets of feats for gaining divinity; why don't they just let us build more divinity to begin with, and only have 1 set of feats for extra divinity building?
  • lyaiselyaise Member Posts: 491 Arc User
    edited September 2014
    diogene0 wrote: »
    Yes they're kinda late but don't want to rush changes since they probably don't want to go back to the design board every week for a month after the release of module 5. See the dev tracker. We'll see what happens, hopefully it will be different from the traditional "tons of bugs but the marketing dept will kill us if we miss the release date". A delayed preview release also means less time to provide feedback. Fun times ahead.

    It's a valid point re less feedback time. What is not needed is a "here you are off you go" approach to these changes.
    They should really be looking to get the initial draft out for review asap, it's disappointing to not even get that this month.
    They must have the basics of these changes by now - so publish them.
    ...............vote for your favourite expansion..........
    "Mod 6. Oh my f****** god. It gutted the game pure and simple. And what wasn't gutted was messed up by the poorly thought out new level cap and equip. The game never recovered from that atrocity".
    ..............not this one then.............
  • diogene0diogene0 Member Posts: 2,894 Arc User
    edited September 2014
    especially given how incredibly large the changes are to the Cleric

    From the dev tracker. Now i'm truly scared. Are they going to give us so ridiculously OP pve team damage buffs as they did for GFs to make the class relevant in a so trivial environment the healing/buffing class can't do anything but buffing?
  • showmelightsshowmelights Member Posts: 39 Arc User
    edited September 2014
    From a gentlemancrush tweet:
    Little Teaser for Clerics! New Healing capstone feats will allow you to specialize in HoT spells *OR* direct healing spells! #Healersunite
  • skinlikewinterskinlikewinter Member Posts: 104 Arc User
    edited October 2014
    at work so didnt have time to read through the entire thread here's my take on DCs. Posted this in another thread figured this was a better spot.






    I don't want the devs to make a separate tree for healing, buff/debuff, and dps, the devs do not a a good track record when doing so, they just muck things up.

    for the most part, I am happy with how they are now. I say fix the feats that need fixing (the used ones) and the feats that aren't being used, they should change or rework those.

    I like my DC as it is now. I can play a strong healer and if need be, I can be a dps or debuff dc as well. <font color="orange">HAMSTER</font> with the trees and most definitely changing feats, I will lose this flexibility.

    1. Don't screw with the trees (leave as is and not a separate tree for dps, healing buff/debuff)
    2. Fixed feats that needs fixing
    3. change/modify feats that aren't being used
    4. Update some encounters and at wills (looking at you lance of faith)
    5. When using Punishing/Soothing Light, slightly decrease the rate divinity is being used up.
    6. Add a class feat that gives 5/10/15% more self healing to slightly offset healing depression.
    I show player support, by only playing Neverwinter as F2P
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