Warmachinexp
Legacy Supporter 3
- Joined
- Feb 13, 2012
I have a question towards paladin. Does shieldreflect deflect all damage? Because when I was fighting a beguiler his plaguebomb still did 200 damage through my shieldreflect.
If I remember in the past there were problems with it and AoE damage.I have a question towards paladin. Does shieldreflect deflect all damage? Because when I was fighting a beguiler his plaguebomb still did 200 damage through my shieldreflect.
Dragoon:
Impale damage reduced to 95 (from 134).
Added a 0.5 second warmup to LunarLance.
LunarLance range increased to 9 blocks (from 5).
Wizard:
Fireball cooldown increased to 6 seconds (from 5).
Fireball base damage reduced to 120 (from 131).
(Wizard fireball now deals the same damage as other casters.)
Entangle cooldown reduced to 10 seconds (from 15).
Blink cooldown increased to 10 seconds (from 8).
Beguiler:
Fireball cooldown increased to 6 seconds (from 5).
Fireball mana cost increased to 20 (from 15).
Pyromancer:
Removed slow effect from Withering.
Withering tick damage reduced to 30 (from 35).
Withering finish damaged reduced to 40 (from 50).
(Overall damage has been reduced by 20)
Removed Burnout. I'm not liking how it's working out and Pyro is strong enough right now. I may bring it back in a different form at another time, but for now I'm removing it.Changes since last update:
1) Burnout (Pyromancer mobility skill)
2) GrapplingHook (Ninja / Ranger mobility skill)
I have a question towards paladin. Does shieldreflect deflect all damage? Because when I was fighting a beguiler his plaguebomb still did 200 damage through my shieldreflect.
If I remember in the past there were problems with it and AoE damage.
Dui Et!
· Increase the potency of Pray to 300hp healed. Leave the warm up at 3 seconds
Your last update increased the cast time by 20% and only increased the healing by 6%. 20% would be 300hp· Increase the potency of Chant to 400hp healed. Leave the warm up at 3 seconds
Your last update increased the cast time by 20% and only increased the healing by 4.5%. 14.5% would be 400hp· Reduce the casting time of Fullheal to 3 seconds. up the mana cost to 65
Having a spell that you are supposed to use to heal someone almost dead take as long as it did for them to almost die is pointless! If you feel that it's still to unbalanced taking nearly 25% of the Clerics mana increase it! Lets make this spell useful!· Remove the 100 hp self damage to GuardianAngel with it's high cost and low duration it does not need it to remain balanced.
· For Cleric's sake please rename Groupheal! DevineBlessing, HolyBurst, AngelsBreath... Something.
· Remove Anathema.
-Add a new skill in replacement of Anathema. Make it a high healing instant cast, high mana high cooldown.
AngelsShout Instant Cast5 minute cooldown35 mana(with optional 45)350 healed10 block rangeOptional: Removes debuffs.Optional: Removes fire/poisons-Add a new skill in replacement of the broken Ampul. Use Necromancers Blight spell as a basis.
HolyAuraInstant Cast10 second cooldown30 mana200 healed to all in radius. Heals all players within the radius of the target10 block range·
Reduce the melee damage for Clerics main weapon to 40. Give Cleric's both Hoes and Swords as main weapons. Set the damage to the same for both weapons maxing at 40. Clerics can already use a sword as a smith which most of the pvpers do. Reducing the damage output of sword should level the the benefits of Sharpness to give the Cleric no damage over what they have right now. Hell give them 30 attack with Diamond and 35 with Gold if you really want to make sure there is no benefit from using enchanted weapons.
Level 1
Potion
Smite
SacredWord
Scan
Antidote - Is this needed now that heals remove poison?
Level 10
Remedy
Level 15
HolyAura
Level 20
Invuln
Level 30
SacredTouch
Level 35
Revive
Level 40
Groupheal
Level 45
Dispel
Level 55
GuardianAngel
Level 60
AngelsShout
Level 65
Fullheal
I still disagree with the sword idea. Assuming this would increase damage output, that's a definite no. Even if it didn't, hoes are more in line with the class than swords.I'm on the fence with the sword idea. I'd like to see what the rest of the team thinks. Thoughts
Balance Team?
A Cleric, in it's previous state, is easily worth 2 people, perhaps even 3. If my party had more than 2 people, I would easily take a Cleric over any other class. It's not as though the class itself is insanely overpowered or anything, but the power of healing is just that useful. It doesn't matter if it's through a warmup or instant cast. If you have a plethora of healing available--you are useful.
What you are suggesting here is for me to add two additional AoE heals, one of which has the potential to be Chakra on drugs. This, combined with the direct heal buffs, Cleric would easily become the most sought after class in any party. I'd gauge their new worth to be at around 3-5 people, easily. Stacking multiples of them together would cause some pretty big issues too, which is a concern to me.
I agree with a few things in your post, but as far as the new skills go, I think they're too dangerous to put on the class. We should not give any healer 3 AoE abilities, unless we plan to have every single one of them be very tame as far as potency goes. (I'm talking sub 150 or sub 100 healing). However, I will not be adding any more abilities that dispel debuffs in an AoE ability. I'm already thinking about removing the effect from Chakra/HealingChorus, so I do not wish to add it in to anything else.
What I agree with:
GroupHeal is a pretty lame name.
Anthema is an essentially useless ability.
Guardian Angel health cost.
The cleric is a scary class. The lore/concept that determines how this class functions is very hard to balance, and I'm just not comfortable allowing to have the strengths that you are asking for.
As far as the direct healing numbers go, again, I'm on the fence. With long warmups, the class is "counterable" to a point, but if not properly countered, their strengths will be top tier for sure. Having the numbers you suggest will require a team to have a dedicated "interrupter" that sticks to the cleric, otherwise they have a slim chance of winning. When stacking multiple clerics together, this will become insanely difficult and likely have a much lower success rate than I desire. I think I would much rather revert their warmups and healing numbers to what they were before the previous patch, if I'm honest.
I still disagree with the sword idea. Assuming this would increase damage output, that's a definite no. Even if it didn't, hoes are more in line with the class than swords.
I was gettin to it! It always takes me forever to get around to replying though, because I prefer to actually type out a full-length post rather than a quick response. >.>*watches as a tumble weed rolls by*
Ghost town.
Kainzo isn't comfortable with throwing up a spreadsheet for everything at this time. I understand that it's a bit frustrating, but it's just how it is.This is true for Mystic and bloodmage as well, Not sure about their current cooldowns. Would be soooooo helpful if we have a spreedsheet with all the current skills, numbers and information to help balance!
So this wouldn't be AoE? Hmm. I think I if it was only single target I could possibly see this being put in, but I wouldn't have it remove any debuffs if I did.A little misunderstanding here
Angelshout was just meant to be an instant heal. Since all the bigger heals would be on a reasonable cooldown and a slow cast in replacement for Anathema it felt natural to add a high cost long cooldown heal you could throw out if you just had to land one asap.
Ampul is working on test. Not entirely sure I'm a fan of it, working or not though. I don't really like Cleric having a large array of group heals. One sure, two maybe, three, no way, not in it's current state.HolyAura was just a remake of Ampul which players really liked(albeit throwing the potion at people was the most common use.) In the design of Ampul this heal would heal all players around the target including Non-grouped it would have to be placed properly of cast with the knowledge of healing the enemies. Ampul also used to damage undead and was used to help the Cleric level.
Well, I agree that Cleric should be the end-all-be-all healer. As you said, mystic has support, bloodmage has damage, and then, even disciple, has damage. The cleric has healing and protection. This is the direction Kainzo focused it towards and it's something I agree with. But like I said, healing is a scary thing.Sometimes I can be surprising!
I understand it's hard to balance a class that is built purely for heals. It is by design that groups are supposed to have a healer in them to function. Kainzo's own warning to the players was that a group without a healer will fail against a group with one in almost all instances. With Clerics only role being healing it can sometimes be overwhelming to look at and compare it, but you have to try to expand the vision enough to see that is all the Cleric has! Mystic has tons of support and Bloodmage has tons of damage to supplement it's healing. Cleric only has healing, so with that in mind the short answer is yes! Cleric is going to be the most potent healer in the game, But thats all the Cleric has so it's important to give him more to balance that against the support/damage functions of the other healers.
Yeah, I understand that. In a way I like that their skillset is based around their "options" rather than their maximum capabilities, but the problem with that kind of setup is making all options viable. Players will find the most mana efficient way to do their job, and that often means many skills aren't used in any situation, despite the fact that they are technically useful.If it did not take all too much time to create the said skills, using a reverse Blight for HolyAura and just a retuned heal for AngelShout and seeing how it played I still doubt it would make the Cleric that much more powerful. Remember the Cleric smallest mana pool of all the healers. Even with the skills Cleric's currently have they will almost always run out of mana before the end of any sustained fight. This will just give additional options for the Cleric to use in different scenarios.
It will not add all that much more strength, but it will add more options to be used in different scenarios. Remember Clerics limiter is mana and not having any other type of support skills.
I think that adding depth is always a good thing for games. Depth is fun. It allows players to feel good about themselves when they do something right.You see adding more depth and skill to the game with that as I did. It really should be the way the game is played. There shouldn't be groups of 1 or 2 class that can just win, but groups of many classes to broaden play. Perhaps that's just my view.
I agree with you there. When I look at the cleric class, I can't imagine it being that fun, to be honest. Useful, hell yes, but fun? mmm...maybe. It's not for me though, that's for sure.The old values would be better then the current ones but I would implore you to test the east of interruption and functionality of the number I suggest on the test server before getting to worried. I think you will find it manageable and not over or underpowered.
Either way, Clerics have lost their support skills and are in need of new options to use in combat. A remake of Ampul that heals friends and enemies and a long cooldown higher cost instant heal would give them a well rounded set of heals and mixed with the longer cooldown stronger heals should give them a good place as the best healer only class.
I have a minor suggestion, can mystic's camouflage have a 20 second cool down like ranger's camouflage? Is there a reason why mystic's is 30 and ranger's is 20? If not, ranger's should probably be 30 seconds, staying invisible forever is kind of scary. (Unless someone moves near you ofc)
Rogues:
It no longer costs stamina to toggle sneak off. Stamina is only consumed when toggling it ON.
Envenom cooldown increased to 10 seconds (from 3).
Envenom buff duration reduced to 25 seconds (from 30).
Bard:
Bow damage increased by 25%.
Ninja:
(Ninja has received almost a complete rework. Specific changes below.)
Bow damage increased by 10%.
Base damage with Swords has been reduced.
Wooden Sword damage (by level 65) reduced to 26 (from 45).
Stone Sword damage (by level 65) reduced to 38 (from 62).
Iron Sword damage (by level 65) reduced to 43 (from 82).
Diamond Sword damage (by level 65) reduced to 50 (from 96).
Gold Sword damage (by level 65) reduced to 56 (from 108).
Backstab chance to apply bonus damage when not sneaking increased to 100% (from 40).
Backstab chance to apply bonus damage when sneaking increased 100% (from 80).
Backstab bonus damage while not sneaking increased to 150% (from 50).
Backstab bonus damage while sneaking increased to 250% (from 80).
Backstab description altered to be more...descriptive.
Backstab is now available from level 1.
You can now type /skill backstab to see how much damage you do while backstabbing. Yay~
Smoke stamina cost reduced to 4 (from 8).
Smoke cooldown reduced to 30 seconds (from 5 minutes).
Smoke duration reduced to 5 seconds (from 10).
Smoke expire text altered to be a bit more descriptive.
Backflip cooldown increased to 6 seconds (from 4).
Backflip stamina cost reduced to 6 (from 8).
Blackjack stamina cost reduced to 4 (from 6).
New Passive Skill: Shuriken Toss
Description: Right click with a flint in hand to throw a Shuriken! Shuriken tossing deals 40 damage, and can be done once every 0.5 seconds.
Stamina Cost: 2
New Active Skill: Grappling Hook
Description: Apply a grappling hook to 1 of your arrows. Once attached, your next shot will grapple you to the targeted location! The grappling hook weighs down your arrows and reduces their velocity by 50%.
Stamina Cost: 6
Cooldown: 16 seconds.
Reagent: 4 String
Ranger:
(Ranger has received almost a complete rework. Specific changes below.)
Base damage with Axes has been increased.
Wooden Axe damage (by level 65) increased to 41 (from 35).
Stone Axe damage (by level 65) increased to 49 (from 40).
Iron Axe damage (by level 65) increased to 55 (from 47).
Diamond Axe damage (by level 65) increased to 64 (from 60).
Gold Axe damage (by level 65) increased to 69 (from 67).
Arrows summoned by SummonArrow increased to 5 (from 3).
Camouflage cooldown increased to 30 seconds (from 20).
Removed Skill: IceArrow
Removed Skill: HeartShot
Added Skill: Tumble
(Max fall distance is 8, compared to the 12 of Dragoon / Ninja.)
New Active Skill: Grappling Hook
Description: Apply a grappling hook to 1 of your arrows. Once attached, your next shot will grapple you to the targeted location! The grappling hook weighs down your arrows and reduces their velocity by 50%.
(Note: Bow Strength negates some of the velocity decrease, allowing it to travel a bit farther than a Ninja's Grappling Hook.)
Stamina Cost: 8
Cooldown: 16 seconds.
Reagent: 4 String
New Active Skill: Maim
Description: You Maim your target with your axe, dealing 75 damage and slowing them for 2 seconds.
Stamina Cost: 6
Cooldown: 45 seconds.
Wizard:
Entangle cooldown increased to 13 seconds (from 10).
Bloodmage:
Bloodgift healing increased to 200 (from 185).
Bloodgift health cost returned to 85 (same as live).
Mystic:
Soothe cooldown reduced to 1 second (from 4).
Rejuvenate cooldown reduced to 5 seconds (from 12).
Regrowth cooldown reduced to 6 seconds (from 12).
Earthwall cooldown reduced to 20 seconds (from 25).
Replenish cooldown reduced to 3 minutes (from 5).
Ninja
Bow damage increased by 25% (from 20%)
Smoke description has been altered to be more...descriptive.
Smoke duration reduced to 4.5 seconds (from 5).
You can no longer use "unstealthy" skills while smoked without breaking the effect.
Sneak stamina cost increased to 10 (from 8).
Blitz range increased to 6 (from 5).
GrapplingHook velocity reduction reduced to 45% (from 50).
GrapplingHook now adds a 4 second safefall to the player.
Ranger:
Moved skills around a bit.
Bow damage reduced by 22%
Axe damage lowered a bit on all levels. (See actual numbers in full changelog below)
Max mana reduced to 119 (from 185)
Mana regeneration reduced to 5 (from 6).
Maim damage increased to 80 (from 75).
GrapplingHook velocity reduction reduced to 45% (from 50).
GrapplingHook now adds a 4 second safefall to the player.
Gills cooldown reduced to 60 seconds (from 120).
Camouflage cooldown increased to 30 seconds (from 20).
Tumble fall distance increased to 9 (from 8).
Removed Skill: PoisonArrow
Removed Skill: Barrage
Added Skill: Envenom
(Envenom can apply to either a Ranger's Axe or the Ranger's arrows.)
Stamina: 5
Cooldown: 10 seconds
Added Skill: Farsight
Mana: 10
Stamina: 2
Added New Skill: ExplosiveShot
Description: Apply an explosive charge to one of your arrows. Your next arrow fired within 4 seconds will damage all targets within 4 blocks of the arrow for 100 damage.
Mana: 15
Stamina: 5
Cooldown: 17 seconds
Added New Skill: AimedShot
Description: Hone your aim in on a target. Once completed, your next fully drawn shot fired within 1.5 seconds will land without question. That shot will deal 285 damage to the target.
Mana: 5
Stamina: 10
Warmup: 3 seconds
Cooldown: 25 seconds
Samurai:
UndyingWill duration increased 4.5 seconds (from 4).
Emerald/Diamond Consumption:
Corrected the use text so it properly displays which of the two you are consuming.
You can no longer consume diamonds or emeralds when right clicking interactable blocks (such as doors, chests, or signs).
You can no longer consume diamonds when you have full stamina.
Potions:
Potions no longer go on cooldown when left clicking blocks.
Potions no longer go on cooldown when right clicking interactable blocks (such as doors, chests, or signs).
Ninja:
Sword Damage values tweaked. (Will put up numbers later.)
Samurai:
UndyingWill duration reduced to 3.5 seconds (from 4).
UndyingWill stamina cost removed.
UndyingWill cooldown increased to 35 seconds (from 30).
Dreadknight:
Terror mana cost increased to 20 (from 16).
ManaFreeze cooldown increased to 20 seconds (from 7).
Bloodmage:
Corrected ThickenBlood stamina depreciation value to be around 8 stamina. (Was incorrectly doing around 3).
Ranger:
ExplosiveShot now has a very slight knockback effect applied to the players hit by the shot.
Dragoon:
Lunarlance range reduced to 5 (from 10).
Lunarlance warmup removed.
Impale range increased to 8 (from 5).
Added a warmup of 0.5 seconds to Impale.
Cooldowns:
Global Cooldown no longer triggers after completing a warmup ability, it now only triggers once you start casting it.
Cooldown display now shows decimals. Informative!
Wizard:
Entangle cooldown increased to 15 (from 13).
(This reverts all changes to cooldowns that have been made.)
Cleric:
SacredWord:
SacredWord warmup increased to 1.5 seconds (from 1).
SacredWord healing increased to 175 (from 150).
SacredTouch healing reduced to 325 (from 365).
Smite:
Smite damage lowered to 60 (from 100).
Smite now deals 175 damage to undead targets.
GroupHeal renamed to DivineBlessing.
Removed health cost from GuardianAngel.
Removed Skill: Remedy
Removed Skill: Anthema
Re-added Skill: Ampul
Added New Skill: HolyAura
Added New Skill: AngelsShout
I'd like for us to tweak the numbers / costs a bit. If possible, I'd like to remove their mana strain a bit, but also lower the effectiveness of their heals to compensate. I'd prefer for their role to last longer rather than be a burst of usefulness that dies off quickly.Hmm, I will need to test this out a bit.