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Clerics

EvilThor

Legacy Supporter 3
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Oct 31, 2011
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Internett
isn't the warriors job to be a tank?
and as far as i know tank isn't there to make dammage.
rougie and caster should do the dammage, warrios should take the dammage and healers should heal everybady.
isn't that how it is supossed to be?
(say if i am wrong).
i think that it shouldn't be that great differense betwen the one that heal and the one that is designed to take the dammage away from the people who actually do harm the enemy.
 

HojoBear

Glowing Redstone
Joined
Sep 28, 2011
Location
Seattle
No you are right. The only thing is, the healer has so much health and the healing is so good that they can tank better than any warrior.
 

Danda

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Jan 21, 2011
Another solution could be to reduce the amount of base HP of all healers, so they die extremely quickly. They can heal themselves fast enough to maintain survival, but if they are surprised or stunned they will die. This is only one option to nerf healers, and I think the reduction of damage output by healers essentially does the same thing.
Personally that will not be enough as there are very few classes that can stun and even if you lower their max HP to 40 that is still 4 hits from a samurai with a diamond sword which is more than enough time to start healing yourself again.
 

AzenYumCha

Legacy Supporter 6
Joined
Jul 2, 2011
I reckon people are starting to play The Hate Game now.

Clerics 'should' be hard to kill. Damage wise, clerics base damage should be decreased to something like 3hp. The only thing the majority of players are complaining about is the fact that Clerics take too long to kill. Even if Clerics 'stay long in a fight', the conclusion will always end up as a loss for the Cleric, if they were downgraded. Why don't you choose a class which can have an advantage on them, like Samurais?

Just imagine if all the suggestions that pull down the Cleric class a whole. It'll be an obsolete class and therefore, it is a pointless class to achieve to. Reducing base damage is alright, for now. If the complaining of Clerics cease to exist, leave it be. Otherwise, fix up the HP of the Cleric itself.
 

Diffuse

Legacy Supporter 4
Joined
Jul 27, 2011
A cleric even with reduced damage will allow any friend to survive a near infinite amount of time while remaining a near invincible target and thus not worth going after. Even after a damage nerf, a cleric and some fighter will be the strongest 2 person team around I'd say and, while it makes sense that support and fighter work well together, it should not be to the point that there is no point in trying anything else.
 

AzenYumCha

Legacy Supporter 6
Joined
Jul 2, 2011
So your point is, to remove their healing?

I understand what you both mean. Since 1.8, the only reliable healing method during PvP is via Bandage, Pray, Groupheal and Chant. IMO, these healing skills don't really need to be decreased in terms of health-healing amounts, but a higher cooldown - so there isn't much constant use of healing. Boosting pray for example from 3s to let's say 6s - double the amount.

Keep this in mind. Cleric heals are the only way for insta-healing a good amount during PvP.

EDIT: I bet if you had a Cleric on your side during PvP, it's guaranteed you'd be pleased. ._.
 

EvilThor

Legacy Supporter 3
Joined
Oct 31, 2011
Location
Internett
Healers are healer, they should heal.
As long as they can heal they can heal themselves.
If some classes are OP like many think cleric are.
Then i don't see why not all the population on the whole server is in the "OP" classes.
 

Diffuse

Legacy Supporter 4
Joined
Jul 27, 2011
Pray needs a slightly higher mana cost, a higher cooldown and consume needs to be removed from healers and increased cooldown for casters.
 

Kainzo

The Disposable Hero
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Jan 7, 2011
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The 7th Circle of Heaven
Consume is being reworked to not be so instant mana - it'll be higher CD.
Pray could probably use a boost in mana costs.

Before we retune - we really want to get out the latest patch - as many things are changing.

Mana its the amount of healing that is occurring - are heals healing for too much?
 

icarumba

Legacy Supporter 4
Joined
Feb 14, 2011
Consume is being reworked to not be so instant mana - it'll be higher CD.
Pray could probably use a boost in mana costs.

Before we retune - we really want to get out the latest patch - as many things are changing.

Mana its the amount of healing that is occurring - are heals healing for too much?

Heals are not healing for too much. I think that mana costs are fine at the moment too, what should change is possibly a nerf to damage output. As a druid, I do not mind not being able attack that well, I'd just like to heal and keep the group alive. Currently, I can pump out maybe 5-6 heals before going out of mana, but then I also have replenish and consume. I'm concerned that other healers may not be able to keep groups alive as well however, they may be running out of mana too fast.
 

Danda

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Jan 21, 2011
Healers are healer, they should heal.
As long as they can heal they can heal themselves.
If some classes are OP like many think cleric are.
Then i don't see why not all the population on the whole server is in the "OP" classes.
Yes but they should not be able to do a tank's job better than a tank can. Which Clerics currently can.
Mana its the amount of healing that is occurring - are heals healing for too much?
You can't nerf the heals too much otherwise picking healers will be pointless.
Personally I think some of the heals need to be re-worked so they are not usable on self.
That will shift the healers into their support roll a bit more.
 

Danda

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Jan 21, 2011
Double post lag >.<
 
P

Plob5

HP decreasing? meh, fair deal. Clerics could just pray regardless.

To make a cleric more of the 'support' class, the Healing amount on yourself should be decreased very slighty but on a target - the values stay same as it is. Pray could be doing only 10hp on yourself but on others, it still does the same 15hp.

Bandage and Chant aren't really threats in PvP because of their CD or healing amount, but it's really Pray that is the most OP since it has a quick CD with efficient mana consumerism and 15hp healing. Mana 20% and a 5s CD should work out, I reckon.
Well Consume is what makes everything OP
 
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