For a healthy game it's in everybody's interest to not have any roles/class be useless in end game. Nobody was advocating that exclusion is a good thing.
I think the initial intention was to have the cleric be a hybrid heal/dps with an over reliance on astral shield to make up the short comings in end game. Probably was an attempt to avoid the tank/heal/dps-control roles. I think this causes far more problems than it solves. A move towards traditional roles would do a ton…
I think clerics are fine with changing up how they play. Clerics thought shield stacking was just as bad as everyone else. All we want is for other tools (heals) and encounter/add changes to make up the difference. Personally I think leaving the duration of shield to leave no gaps, therefore leaving it as a default skill…
Yep a shorter cd on a buffed bastion of health for aoe burst healing would be fun, also a new single target heal with a cast time (that locks on to your target upon initial casting). Soothing light would work great to build divinity as well. All of these would help make the cleric class more about active healing.
This is very true but it appears with changes that they are learning towards a tank/heal type of relationship for pve end game (thankfully!). For this healers NEED effective heals. What it doesn't mean is we need broken abilities to save people from themselves.
I agree completely. Fixing this will be a huge leap in how people view the ever important end game. It's important enough I think it could make/break the game in the end. When new endgame content is upcoming you want people to be excited about the bosses, not cringing at the thought of a paper tiger boss with a constant…
The devs working on the aggro issue and putting up a test shard for this extensive patch shows that they value feedback. It's our job as a community to guide them toward changes that will benefit everybody. Don't lose hope!
Something that might be fun for the cleric class is a paragon path based on mitigation via astral shield (maybe other mitigation skills as well) with stronger HoT's, and a burst healing path that is equally as effective.
The changes to astral shield are great for the game. If a class has to take a specific spell to be viable at any point in gameplay, I would consider that a failure of class design. If a class has to take a specific spell for the entire end game to be viable, that is a much larger game problem. To make up for the changes to…