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Current most OP class

S

ShizzDawgg

Ok, so currently, without a doubt, the most OP class is...
a Cleric.
Weird right? Healers aren't supposed to be OP... are they?
Currently, holy shit they are.
So what exactly is the problem? I believe it is consume, without a doubt.
Healers currently have the ability to consume without a cooldown. With many damage buffs and heals available to the cleric, they are able to keep their health up while dealing a moderate amount of damage, and even worse, they can wear iron armor and a diamond chestplate. What needs to be done? Nothing with any of the spells, the spells are fine. But based on how much of an advantage consume gives others in battle is fucking ridiculous. the cooldown needs to be at least 5-10 seconds.
I am done bitching. :3
 
S

ShizzDawgg

Nah. I agree, but currently they're just sooo damn op, primarily clerics, the others are decent.
 

GraRona

Portal
Joined
Jul 23, 2011
Clerics need to be toned down a bit. I've been seeing clerics going on 15 kill streak rampages easy.
 

SaberStone

Legacy Supporter 2
Joined
Jul 28, 2011
I'd expect paladins to be better than clerics at killing :p
Man when they pray with those two hands of theirs you'd be expecting them to pull out their hoe or something but man, they pray to whatever god of minecraft there is and gain like 20 bajillion hp x_x
 

Diffuse

Legacy Supporter 4
Joined
Jul 27, 2011
Consume isn't the only problem. None of the warrior specs except samurai can out damage pray really which is really dumb. Clerics should be able to take a hit, but they shouldn't be able to tank better than anything else. And yes paladins, they do tank better than you.
 
S

ShizzDawgg

Pray isn't the only problem though lol, they can use all heals if they just spam consume xD
 

GreekCrackShot

Legacy Supporter 7
Joined
Feb 1, 2011
Location
New York
healers are supposed to be the "support" class. They shouldn't be able to tank and survive so easily against 4 people.
They shouldn't be able to win 1v1s against warrior/rogue specs easily like they can, and I agree that consume is just unfair as it gets. Me, ShizzDawg, EpicPoodle and another player (forget who) ganged up on popeyepoop just north of Athena and although it was very laggy last night, we beat, and beat, and beat him, yet he kept on. Eventually, we did kill him, but it was clear to see there is something seriously wrong about clerics

A few weeks ago, I fought Kingtom in a 1v1 as a master ninja. King, being a cleric, devastatingly beat me 4 times in a row.
 
S

ShizzDawgg

Greek, the other guy was an AoA member, Ruethian - lvl 50 ranger. So you had 3 notorious pvpers, and very good level 50 ranger, against an unarmored cleric. In my opinion, we should remove consume and up all most spell costs by 25-40%. They are not tanks, and they are not fighters, they are healers. They have wayyyyyyyyyyyy too many healing spells with short cooldowns, and they make other healing classes superfluous. Nerf them.
 

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
healers are supposed to be the "support" class. They shouldn't be able to tank and survive so easily against 4 people.
They shouldn't be able to win 1v1s against warrior/rogue specs easily like they can, and I agree that consume is just unfair as it gets. Me, ShizzDawg, EpicPoodle and another player (forget who) ganged up on popeyepoop just north of Athena and although it was very laggy last night, we beat, and beat, and beat him, yet he kept on. Eventually, we did kill him, but it was clear to see there is something seriously wrong about clerics

A few weeks ago, I fought Kingtom in a 1v1 as a master ninja. King, being a cleric, devastatingly beat me 4 times in a row.

Its not consume or their healing that should be nerfed, their tanks that are supposed to support themselves, all of their damage only spells need to be removed, and all tanks damage should be nerfed to 4 or 3 (paladin and cleric) in return for this, they need more damage mitigration skills, and aggro holding skills for mobs.

I feel like one major problem for tanks is its impossible to properly balance them since their armor cost so much to make, but when wearing it their OP, if their armor didnt break you could properly nerf their damage output to balance them out, but when they have to use countless amount of resources just to tank like they should, it gets problematic.

And on the comment about healers being support, the only healer that is just support is druid, with them having the best healing abilities, the mana regen skill, and port. Monk is the melee healer(healing rogue) , Cleric is the the tank healer (healing paladin), and bloodmage is the caster emo (suicidal geomancer or wizard), druid just being a full healer.
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On a completly diffrent side note I feel clerics would be better as magic tanks, and paladins being melee tanks. having 2 diffrent types of tanks would really make heroes more diverse, of course they would still have high health, but one would have melee mitigration skills and passives, and another would magic resist skills and passives.
 

c12095

Holy Shit!
Joined
Jun 22, 2011
Greek, the other guy was an AoA member, Ruethian - lvl 50 ranger. So you had 3 notorious pvpers, and very good level 50 ranger, against an unarmored cleric. In my opinion, we should remove consume and up all most spell costs by 25-40%. They are not tanks, and they are not fighters, they are healers. They have wayyyyyyyyyyyy too many healing spells with short cooldowns, and they make other healing classes superfluous. Nerf them.


Your taking that a bit far shizz, consume is a great way for casters to come back on melee fighters who should be smart enough to dodge some of their spell cast. We are limited by only health, they have health and mana to worry about. I say make consume a 15-20 second cooldown and increase heal cost an 5% so it's up to 20%. It's a minor nerf unlike 25-40% on top of their 15% like you suggested...

I also suggest a minor up nerf, they seem to be to high for a healer, which is another reason they are so much like a tank. I would suggest dropping them from 104.5 to 97-99, 99 keeps them inline as the highest health healer (.5 past monk health) and takes them out of the warrior health bracket.

As for you saying hey have too many heals with too short of cooldowns, they have pray (15% mana 3 sec cooldown) Group heal ( 30% mana 10 sec cooldown) and Chant ( 40% mana cooldown not listed) with those mana cost all that is needed is a simple change to consume and possible a mana increase to pray. I have been telling you, stop overreacting.
 

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
Your taking that a bit far shizz, consume is a great way for casters to come back on melee fighters who should be smart enough to dodge some of their spell cast. We are limited by only health, they have health and mana to worry about. I say make consume a 15-20 second cooldown and increase heal cost an 5% so it's up to 20%. It's a minor nerf unlike 25-40% on top of their 15% like you suggested...

I also suggest a minor up nerf, they seem to be to high for a healer, which is another reason they are so much like a tank. I would suggest dropping them from 104.5 to 97-99, 99 keeps them inline as the highest health healer (.5 past monk health) and takes them out of the warrior health bracket.

As for you saying hey have too many heals with too short of cooldowns, they have pray (15% mana 3 sec cooldown) Group heal ( 30% mana 10 sec cooldown) and Chant ( 40% mana cooldown not listed) with those mana cost all that is needed is a simple change to consume and possible a mana increase to pray. I have been telling you, stop overreacting.

They are tanks, clerics are the tank version of a healer, their sapposed to be able to sustain themselves instead of relying on support from someone else, which is why the have a slightly less amount of hp compared to paladins
 

c12095

Holy Shit!
Joined
Jun 22, 2011
They are tanks, clerics are the tank version of a healer, their sapposed to be able to sustain themselves instead of relying on support from someone else, which is why the have a slightly less amount of hp compared to paladins

I don't disagree that they shouldn't be tanks, they however be more inline with their respective peers. With their greater ability to heal than a paladin I think that a slight health nerf is in order just to keep them fair enough with the other healing classes. 99 would still make them the highest health healing class, without being as close (in this case on par with samurai) to the rest of the warrior specs due to their lack of healing they need somewhat of a larger health pool than healers do.
 

jwplayer0

Legacy Supporter 6
Joined
Jan 14, 2011
Location
Columbus, OH
I don't disagree that they shouldn't be tanks, they however be more inline with their respective peers. With thei greater ability to heal than a paladin I think that a slight health nerd is in order just to keep them fair enough with the other healing classes. 99 would still make them the highest health healing class, without being as close (in this case on par with samurai) to the rest of the warrior specs due to their lack of healing they need somewhat of a larger health pool than healers do.
actually bloodmage is supposed to be the highest health healing class, but they get no armor and use their health for their skills
 

Danda

Dungeon Master Extremist
Staff member
Administrator
Guide
Wiki Team
Max Legacy Supporter
Joined
Jan 21, 2011
Pray isn't the only problem though lol, they can use all heals if they just spam consume xD
That and they have reduced mana costs for being a healer spec.
 

Popeyepoop1

Legacy Supporter 7
Joined
Jun 24, 2011
As being a cleric myself, I see the problem being with the damage, pray and consume. Our damage being more then a paladin is not right first of all(with might). We are able to deal steady dps while taking hits like crazy. That leads to pray being a problem, right now its at 11% mana cost, heals 18, and with a 3 sec cooldown. Its the only efficient heal we have, as if I cast groupheal or chant (both on a 10sec cooldown) I run out of mana quite fast. Which then turns to consume, which is only useful if you have key bindings (theres no way you have time in the middle of a fight to type /skill consume). I'm pretty sure consumes on about a 3 sec cooldown though, needs to be like 15sec or so.

Greek, the other guy was an AoA member, Ruethian - lvl 50 ranger. So you had 3 notorious pvpers, and very good level 50 ranger, against an unarmored cleric. In my opinion, we should remove consume and up all most spell costs by 25-40%. They are not tanks, and they are not fighters, they are healers. They have wayyyyyyyyyyyy too many healing spells with short cooldowns, and they make other healing classes superfluous. Nerf them.

Yes, lets make Clerics chant cost 80% mana so they can only heal once! That'll nerf them!

Pray isn't the only problem though lol, they can use all heals if they just spam consume xD

Pray is probably one of the biggest problems. Since it costs 11% mana, 3 sec cooldown. I can cast it 9 times before technically going out of mana. Lets factor in my mana regen. 9x3=27sec. (25 mana back) So during that time I can actually cast it 2 more times, and then while I wait for that cooldown it gives me one more heal for a total of 12 heals. 12 heals at 18hp each= 216 hp gained from pray. So add that to my hp, I effectively would have 320.5 hp. This doesn't even factor consume or armor, which is ridiculous.

Popeyepoop makes me want to bang my head on a wall over and over again.

Lol, sorry xD
 

Hanpeter77

ICE ICE ICE!
Joined
Jun 23, 2011
This is just my thoughts consume needs to have a cd of at least 5 to 10 secs. Instead of being able to spam it every 2 seconds. This cool down I think should apply to all classes that can use it.
 
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