yoIyo
Obsidian
- Joined
- Jun 22, 2011
- Location
- Highland, California
I'll be writing up a post on BloodMage in a bit.Did you have the information on your plans for Bloodmage to look over?
Also keep in mind that the only thing that Clerics can do right now is heal and absorb damage. They have no real means of damage or separate support. Although I am interested to see the effects of stronger heals what about do you think about a slight shift from my previous position.
Mystic:Finish remaking Chlorobon into a HoTRemove CloroblastReduce Rejuvenates cooldown back to 10sRemove Rejuvenates warm up or go .5sCleric:Add the equivalent of the faster casting weaker heals.This would give the Mystic 3 HoTs and take it down to one quick casting direct heal.
It's a spur of the moment thought and I did not line it all up but as a Cleric only real abilities are heal and since they only have 3 functional heals + group heal, this would at least give them the most heals to work with. It would be limiting with the Clerics mana pool and would force the Cleric to choose his heals situation ally. Quicker/Weaker heals when someone is about to die and slower/more efficient heals when he has a second.
I will think on it more, but it would push both classes more into their roles.
I'll be writing up a post on BloodMage in a bit.
I played Mystic pretty extensively on Test after I pushed through the previously mentioned changes. I still felt as though the class was insanely strong. I won't be reducing the warmup on Rejuvenate, but if we remove chlorobon/chloroblast in favor of a new HoT, I could see us reducing the cooldown on Rejuvenate.
Trying to experiment more with the cleric stuff.
For a long winded explanation see my other post
But I suggest testing the following to see how the viability between the healers balances on group pvp on test.
Healing-
- Mystic
- Decrease cooldown of Soothe to 1 seconds (from 4).
- Soothe healing to 120
- Soothe warmup to 1s
- Chloroblast warmup to 2s
- Chloroblast healing to 220
- Chlorobon warmup to 2s
- Chlorobon healing to 320
- Cleric
- Athema warmup to 2 seconds
- Anathema mana cost to 35
- FullHeal warmup to 3 seconds
- Remedy warmup to 3 seconds
- Remedy healing to 280
- SacredTouch warmup to 3 seconds
- SacredTouch healing to 380
- GuardianAngel duration to 4.5
- I would still bring up for testing the idea of naturally giving Clerics swords.
- add sword as an allowed weapon.
- Lower max melee damage from sword/how to 40.
- Bloodmage
- Infusion healing to 150
- Infusion mana cost to 10
- Insusion healthcost to 60(40% of heal)
- Infusion warmup to instant
- Infusion cooldown to 8s
- BloodGift healing to 250
- BloodGift mana cost to 25
BloodGift healthcost to 100. (40% of heal)- BloodGift warmup to instant
- BloodGift cooldown to 15s
- Disiciple
- ForcePush mana cost to 10.
- ForcePush damange to 35.
- ForcePull mana cost to 10.
- Forcepull damage to 35.
- Chakra to 8 blocks.
I would be interested to see the different roles of healing balanced similar to the above list.
Clerics larger slower healer, Mystics faster weaker heals, Bloodmages heals through damaging opponents or self sacrifice.
Forcespells -
I believe limiting the amount of times a force spell is cast against limiting the physical damage it does it the wrong way to go. Bring the casting cost back down and try a damage reduction instead. This way the utility of the spell will remain and it's over utility will be handled by less physical damage instead of less casts.
Anathema-
I still don't see the spells place but at a 3 second cast it's still not very usable. If the idea is a little more damage that we want to control and limit then increase the mana cost so it's more painful to cast but reduce the casting time to something more appropriate to the low damage/range and new higher cost.
Chakra-
I see this as being drug to far out of line to be balanced with the other group heals with all the changes. We should consider playing with it up between 8 and 10 again with the debuff removal and the buff to Bloodmages group healing
Infusion/Bloodgift-
These seem to be changing to more self sacrifice type spells which I enjoy the idea. Due to the high risk in healing others and the limited self healing they would grant to make them balanced with the heals from other healers make them instant cast. Control them with the added mana cost and the slightly increased cooldowns.
Cleric/Mystic heals-
Simply speed or power. I would love to see the healing variance balance between the two as one being the faster weaker healer and the other being the slower more powerful healer.
Sooth-
Throws this spell to out of line with such a long cooldown for a weak heal.
GuardianAngel-
With the new self sacrifice cost of Guardian I don't see it unbalancing it.
Cleric w/Swords-
See my other post that explains this and everything else in more detail.
Completely disagree here. We do NOT want faster ticking dots until we can sort out the vanilla mechanic. Our goal is to lengthen combat, remember? this is taking a step back to the way it was and in the wrong direction. The stamina changes are bearable.
- Samurai
- Moved a few skills around to make leveling / fighting at low levels a smoother experience.
- MortalWound tickrate reduced to 5 seconds (from 7).
- MortalWound duration reduced to 15 seconds (from 21).
- MortalWound damage per tick increased to 34 (from 33).
(Overall damage is unchanged. DoT ticks slightly faster, but lasts for a shorter time.)- Disgrace tickrate reduced to 5 seconds (from 7).
- Disgrace duration reduced to 15 seconds (from 21).
(Overall damage reduced from 198 to 183. DoT ticks slightly faster, but lasts for a shorter time.)- Impermanence stamina cost reduced to 6 (from 10).
- AsuraSlash stamina cost increased to 8 (from 6).
ALL caster/healer damage skills are to be put on a longer cast time, with INCREASED range and effectiveness.
This is a sweeping change.
On the live Herocraft server, a Samurai can completely burst down a target in less than 3 seconds. This is due to Cleave, AsuraSlash, Fearless, and their high left click damage.Completely disagree here. We do NOT want faster ticking dots until we can sort out the vanilla mechanic. Our goal is to lengthen combat, remember? this is taking a step back to the way it was and in the wrong direction. The stamina changes are bearable.
ALL caster/healer damage skills are to be put on a longer cast time, with INCREASED range and effectiveness.
This is a sweeping change.
Exactly. In order to effectively "increase combat time" to a point to where it is actually noticeable, we have to overhaul all systems.This is why I was bringing up a reduction to melee damage.
If we made spells take longer to cast and reduced Melee damage to match the change then spells would do more damage over longer time and melee would be lowered to match.
During dragon we made the switch from 10 damage to 100 damage system. There may be more to just making a movement to lower that to a 50ish damage system while keeping current health rates.
Problems are with heals/mana/stamina pools.
Mana/Stam shouldn't be changed, it we don't need more skill spam. This allows classes to only use what is needed instead of unloaded their whole arsenal of keybinds on a single soul. Having mana problems? This is why you need Manasong/Wisdom. You could increase mana pools; but you still want people to worry about running out instead of going skill happy.
We aren't shifting our revamp goals. The plan is to increase combat duration. I'm not saying it's easy, I'll start looking at balancing it when things start letting up.We tried to do this in the last update. This did not work well, at all.
In a caster vs caster situation, whoever had the least amount of warmups won every single time. And in most situations, they simply stopped using the warmups all together. Fireball, FireBlast, IceBolt, Root, and even Pulse, were much more viable abilities.
Additionally, when fighting melee, the caster was at an insane disadvantage. It basically prevented all casters from being able to fight melee at all.
Yes, the higher range let them start the fight sooner, but once the fight had started, they simply couldn't keep up. It was just far too slow.
It wasn't fun, and it wasn't balanced. Players who hopped on the test server were straight up -outraged- and were all prepared to stop playing certain classes all together.
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Because of this, we did not push through those changes. Sure, we added a few warmups to abilities, but these were all short warmups with moderate range.
I also agree with the opinions of the other players. I do not wish to see this change occur, and I do not believe that it is a good idea. There are too few warmups in the game for this to change everything, and melee has far too much mobility/damage to allow it to happen.
Even if we did a massive health increase across the board, I believe casters would stick to using instant cast abilities over the warmups. They're just that much better, and more fun to use. Long warmups, regardless of their maximum range, are not fun, and not viable.
Changes since last update:
Bloodmage rework.
Tremor cooldown increased to 9 seconds (from 7).
Disgrace tick damage reduced to 52 (from 62).
Empathy stamina cost increased to 4 (from 0).
Empathy mana cost reduced to 23 (from 30).
Terror stamina cost increased to 4 (from 3).
Terror mana cost decreased to 16 (from 20).
Soothe healing increased to 125 (from 115).
Rejuvenate mana cost reduced to 20 (from 23).
Rejuvenate cooldown reduced to 9 seconds (from 18).
Rejuvenate range reduced to 14 blocks (from 15).
Rejuvenate healing per tick increased to 48 (from 34)
Rejuvenate duration reduced to 15 seconds (from 21)
(Overall healing reduced by 12)
Chloroblast Removed.
Chlorobon Reworked:
Adds a 12 second buff to the target that heals for 72 health every 3 seconds.
25 mana cost.
10 second cooldown.
1.5 second cast time.
(And all of the Pyromancer stuff listed in the log below)
I don't know how I feel about replenish on mystics. Lowering the mana gained and also increasing the cooldown seems a bit much.
Before we started tweaking Mystic for this next patch, Mystic was easily the most broken class I'd ever played before on Herocraft. I could not believe that the version I was playing was actually available on live.
I could heal anyone whenever I wanted, and I could heal them to full. I could fend off attackers, while keeping both myself and my allies alive. By the end of the fight, I'd be full health, my ally would be fully health, and I would have about 60% mana. I never even needed replenish. Not even once.
The large mana cost increases across the board have been done so that this can not longer happen. If the Mystic is healing excessively, it's going to start hurting--even more so if he is using combat abilities along side the heals. Replenish needs to be a "clutch" ability that helps them out in a bind, but not something that they can have any moment that they need it. A Mystic's manapool accomplishes a lot more than a Wizard's does--this is why I believe their replenish should not be nearly as powerful.
I didn't mean to imply you were comparing it to Wizard, but I felt the need to make the comparison myself.I wasn't comparing it to wizard, also haven't played the class much. Was just looking and nerfing a bit on it then nerfing their instant mana seemed a bit much. But I'll trust your word for it.
Added expire texts to many DoT effects that did not have them.
Ire cooldown increased to 9 seconds (from 7).
Bolt mana cost increased to 26 (from 24).
Might mana cost increased to 30 (from 20).
Rejuvenate cooldown increased to 16 (from 8).
Chlorobon mana cost increased to 27 (from 25).
Chlorobon cooldown increased to 18 (from 10).
ManaFreeze cooldown increased to 10 seconds (from 7).
ManaFreeze duration increased to 25 seconds (from 15).
Harmtouch mana cost increased to 35 (from 0).
Harmtouch stamina cost reduced to 5 (from 8).
Poison now properly lasts 18 seconds, as originally intended.
Battery transfer-amount reduced to 30 (from 35).
SoulFire mana cost reduced to 15 (from 20).
SoulFire stamina cost reduced to 4 (from 7).
Conviction mana cost reduced to 50 (from 55).
Conviction stamina cost reduced to 0 (from 5).
Conviction cooldown increased to 30 seconds (from 10).
Conviction duration decreased to 3 minutes (from 5).
Layhands mana cost increased to 40 (from 20).
Layhands stamina cost reduced to 0 (from 3).
Absolution cooldown increased to 20 seconds (from 15).
Fearless no longer increases skill damage.
Fearless incoming damage multiplier reduced to 115% (from 120).
Fearless outgoing damage multiplier reduced to 125% (from 130).