Hence my suggestionsMain problem for disciple is that you have to put your attributes in everything but charisma. Some of the scaling with attributes needs to be moved around so that instead of having to put your attributes in 5 categories make it like 3.
I'm against having one attribute per class - to be honest. Either way, something like this would require a bit of code rework unless we make it very simple.Personally I would love to see the scaling chance slightly in favor of increasing the effects and then reorganizing the classes to split each class between 4 attributes
I'll agree with you here - what do you want instead?Cleric used to be more fun because you had to contently work your heals and positioning, but with only two normal heals on long cooldowns it's worse then it ever, because now you cannot fight AND you cannot heal for large chunks of the time. Druid, BM and Disc all have things to do other then healing, which is fine and dandy. The Cleric does not need to do things other then healing, but should not have to stop, stand and wait to recast a healing spell. Of course there are the people who do not like to play support, healers, non killshot classes and they never will like it, but even the support, healers, non killshot players don't enjoy it because you cannot even heal half the time you are playing.
I'm against having one attribute per class - to be honest. Either way, something like this would require a bit of code rework unless we make it very simple.
hybrids are a problem at the moment and we need to find a way for them to be more balanced. Pal/DK need a big buff.
I'll agree with you here - what do you want instead?
I like supports, but a class focused only on heals seems redundant/boring to me. Maybe I'll never like healers, but I feel like classes should be able to be fun on there own
Please be more specific "original values" - means nothing to me. Also we don't want only "one" pure healing classes, each class should be able to stand on their own as their archetype function and if they cannot - we are doing something wrong.I would put it up for debate and discussion, but I see two ways to make this happen.
To expand,
- Change Cleric back to a combat class
- Change the Clerics heals back to their original values and give them back pray.
Cleric currently has an assortment of other heals it can use, but these heals are very situational and consume large amounts of mana so they cannot perform the function of the basic base healing set like the above skills.
- Leaving the Clerics Heals as is and giving them a sword(or hoe) with a L65 damage of 48(paladin). This will give the Cleric a Con, End, Str, Wis build option like Paladin has, but instead of focusing on additional damage abilities he will have the long cooldown heavy heals.
- Leaving the Clerics left click spam as is keeping him out of combat (making him the only pure healing class)and switching him back to the previous heal setup. Chant, Pray, Bandage (sorry don't have the new names off the top ) and reverting their case times, cooldowns and heal amounts. I don't remember the exact number but it was something close to this. With this setup you can continuously cycle your low power heal in between the larger ones for as long as you can manage with your mana pool.
- Bandage - Heals 125 - WarmUp .5 - CD 2.5
- Pray - Heals 225 - WarmUp 1.5 - CD 6
- Chant - Heals 325 - WarmUp 2.5 - CD 10
For those terrified of numbers remember this is a theoretical post and if we are going to try to make a move one way or the other hopefully we will have time to test and balance the numbers, but I need a starting place
EDIT: With the above warm ups a Cleric could heal for about 650 using all three of his heals over 6 seconds, which a Ninja or Runeblade could undo in 2, so it seems reasonable. After the initial burst heal the Cleric will only be able to heal 350 over the next 6 seconds while Chant is on cooldown, so it would come in waves,Low, High, Low, High....OOM.
I think this is a good idea - would let them PVE faster/level quicker. Some of the tanky classes need this. @CodersSide tracking, but paladin getting a "Bless Weapon" skill that increases damage against mobs would be nice. Guidance seems like a very good QOL addition for cleric.
Please be more specific "original values" - means nothing to me.
we don't want only "one" pure healing classes, each class should be able to stand on their own as their archetype function and if they cannot - we are doing something wrong.
Side tracking, but paladin getting a "Bless Weapon" skill that increases damage against mobs would be nice. Guidance seems like a very good QOL addition for cleric.
I think this is a good idea - would let them PVE faster/level quicker. Some of the tanky classes need this. @Coders
Making grinding less painful = goodFor all classes we could have a passive something like this:
Level: 1
Creature Lore –
Mana: 0 Stamina: 0 Cooldown: PASSIVE Warmup: 0 Reagent: None
Description: You gain .5 damage per level to melee attacks against MOBs.
Lore: The more you hunt down the denizens of the land the easier it gets as you learn their weaknesses.
Would work great as a choose able skill once that comes into the game.
- Leaving the Clerics Heals as is and giving them a sword(or hoe) with a L65 damage of 48(paladin). This will give the Cleric a Con, End, Str, Wis build option like Paladin has, but instead of focusing on additional damage abilities he will have the long cooldown heavy heals.
- Leaving the Clerics left click spam as is keeping him out of combat (making him the only pure healing class)and switching him back to the previous heal setup. Chant, Pray, Bandage (sorry don't have the new names off the top ) and reverting their case times, cooldowns and heal amounts. I don't remember the exact number but it was something close to this. With this setup you can continuously cycle your low power heal in between the larger ones for as long as you can manage with your mana pool.
Level: 1
- Bandage - Heals 125 - WarmUp .5 - CD 2.5
- Pray - Heals 225 - WarmUp 1.5 - CD 6
- Chant - Heals 325 - WarmUp 2.5 - CD 10
DivineSpirit –
Mana: 300 Stamina: 0 Cooldown: 0 Warmup: .5 Reagent: None
Description: The Cleric gains (10 + .8 per strength point) melee damage until the spell is toggled a second time disabling it. While Divine spirit is in use the Clerics heals are reduced by (65 - .6 per Charisma point) percent.
Lore: The Cleric channels the divine spirit into himself draining his magical abilities while boosting his own strength.
Level: 1
Guidance –
Mana: 0 Stamina: 0 Cooldown: 1 Warmup: 0 Reagent: None
Description: All of the caster single target heals automatically cast on the targeted player until the spell is toggled off by casting it a second time.
Lore: The Cleric channels the guidance of the gods to focus his healing on his intended target.
Throwing it in nowAny word on when Garrote will be implemented?