While I don't expect a refund cause its a F2P game and any money I spent was a choice I made, I feel very much the same way. Been around since 2013 (2015 on this account - i was young and lost the password :P) but its looking like the designers have their heads in the sand in their ears covered more so than ever before.
Wait, you're halfway agreeing with me here. Damage is too high and the "poor design" you mentioned is the result of balancing around shields. I think the fact that content needs to be balanced with pally shields in mind is the problem. I don't think pally should just be "cleric with a shield". It should absolutely have the…
The fact that all endgame trials *would* need to be reworked in the event of an overshield nerf highlights exactly the problem with paladin atm. It should be very clear that a class/mechanic is overpowered when it is pretty much a requirement for endgame content.
@asterdahl I'm glad that someone finally said something, but this response stings and feels out of touch. You want players to be able to fail, that's great, I'm all for it. But the game still has the issue of most encounters leaving players at 100% or 0% health. There is little time to heal - especially in new content. As…
Feedback: I'll start by reiterating what a few others have said. The biggest issue with healing atm is overshield. Straight up preventing damage is overpowered and always has been. Look at the old immortal temp hp pallies, or even the divine barrier pallies now. For DPS players, being able to ignore defensive stats/hp and…
*made this comment in the patch notes thread but adding it here as well* Great to see lock getting some attention. Most of the attention is on HB but SW needs a little love too. So far the soulweaver changes have been pretty nice but I think some things could be improved still. Soul defiler - 1% of dmg dealt is returned as…
Great to see lock getting some attention. Most of the attention is on HB but SW needs a little love too. So far the soulweaver changes have been pretty nice but I think some things could be improved still. Soul defiler - 1% of dmg dealt is returned as healing half of that to the team. ----- this should be increased to…
This... on paper warlock is one of the best DPS classes. However, since SI and Soul Sparks work the way they do, we're rarely fighting at even half our full dmg output. The timer on SI is just too short. There are boss phases where dmg is impossible for 20 seconds. That, and on a boss fight the only way to really build…
Agreed. Though, I think a less complicated solution would be to give it a function more like: Intercept 25% of the damage all group members take. Take(the warlock) 10% of that dmg This is basically how it works now, just instead of a flat boost to def (which is easy enough to cap) we get a % dmg reduction separate from the…
I love this cause it highlights the issues with class balance rn. Wizzy, Ranger, and Rouge dominate dps by an absurdly large margin. They don't need to be nerfed though, other classes need improvements. My 2 cents
I agree with this generally. However, it doesn't take into account the fact that trials have two healers. Another healer can make up for SW's shortcomings but in solo play? Can a warlock that's completed the trial share their experience maybe?
When I read more about the dps checks I actually figured this would be the case. I'm guessing the 5% dmg debuff SW can apply may also help some of the larger hits. In addition to this, the possible 25% dmg reduction life bind can grant(would this even be viable in the trial? Again, haven't run it. As a support for this…
How is warlock likely a better support? To be clear, I haven't run it yet and am asking out of curiosity. In ToMM I'm guessing it would be pally and warlock if not pally cleric. But why would you bother? PoP maybe? ToMM looks like a very promising dungeon and I can't wait till I find the time to hop on preview and test it…
Essence drain as a mechanic needs a rework imo. The whole sacrificing life thing makes sense from a thematic standpoint but just doesn't work well in group. The tab mechanic is very clunky to use and is easily interrupted if not running Essence of Power. While I'm at it-feats: Essence of time - this would be nice if it…
Wow thanks for the data. I'm too paranoid to run ACT after getting banned for using it in another game (the company's anti-cheat went nuts). I'd really like to see a dev response to this because there really is no reason to bring a warlock along in a group. I already knew that SW took much more effort on the player's part…
The luck bit only applies in random uncoordinated groups. And PoP is a 5% ougoing dmg increase for the party and 10% for me, in a coordinated group its much more effective than AA as its an encounter and I can pretty much always have it up. So in terms of buffing power AA doesn't really stack up I also meant dmg dealing,…
I'm def not a fan of this idea. IL really doesn't mean anything in this game. Effectiveness is determined by player skill and how well their char is built. Aside from the obviously unfair penalty, having a high IL has nothing to do with how well a warlock heals. I play 2 warlocks, one was a pet project I built up…
but why would this be the case? In terms of healers this hierarchy of raw healing power makes sense. Cleric at the top because they bring healing and not much else, warlock in the middle because they bring extra damage to the party, pally at the bottom because on top of their healing they grant shielding. I don't see any…
However true that may be, its still class they put in the game and that some people enjoy. If they were worried about something like "feels out of character" the paragon just shouldn't have been created. Besides... temptation was a thing ya know