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CrymsonAnClov
04-20-2005, 10:07 PM
<DIV>not only do they finally acknowledge our haze line, but also:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>- NPCs now do their auto-attack damage slightly more often but hit for less damage, making each hit less lethal. Because player characters will be hit a bit more often, we have increased the effectiveness of the Channeling skill.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>All hail reactive heals again  :smileymad:</DIV>

FelixDomesticus
04-20-2005, 10:54 PM
Ever heard SOE nerfing clerics? Me neither <div></div>

Zav
04-20-2005, 11:08 PM
<BR> <BLOCKQUOTE> <HR> CrymsonAnClover wrote:<BR> <DIV>not only do they finally acknowledge our haze line, but also:</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV> <DIV>- NPCs now do their auto-attack damage slightly more often but hit for less damage, making each hit less lethal. Because player characters will be hit a bit more often, we have increased the effectiveness of the Channeling skill.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>All hail reactive heals again  :smileymad:</DIV><BR> <HR> </BLOCKQUOTE><BR> <DIV>This could be very good for wards if they get some tuning soon. If the overall number a mob can hit for decreases then the overall amount a ward can be hit for should decrease and in turn help the ward to last longer. Wards are still being hit for too much but if that changes it would put wards on par with other heals in this situation.</DIV> <DIV>Maybe I'm just trying too hard to find a bright side to things.</DIV>

Spag
04-20-2005, 11:42 PM
But the mob is hitting more often.  The over all DPS of the mob will probably stay the same.  Meaning wards will proably last just about as much.  This does not affect wards nor regens.  But the possible HP/s for a reactive has been increased by this.

Banditman
04-21-2005, 12:29 AM
Correct. A mob that hits every 5 seconds for 10 damage vs a mob who hits every 2.5 seconds for 5 damage = no different. Just means that a Cleric's Reactive will be MORE effective by creating a situation where the smaller auto attack hits of a mob trigger the pulses more quickly in between specials. Basically, it makes a Reactive nearly as good as a direct heal, at half the mana cost. Nice. <div></div>

Noosehunt
04-21-2005, 01:50 AM
It also means that soloing for caster type classes will be harder.  More hits = more spell casting interrupts?

Talari
04-21-2005, 08:07 AM
<BR> <BLOCKQUOTE> <HR> Noosehunter wrote:<BR>It also means that soloing for caster type classes will be harder.  More hits = more spell casting interrupts? <BR><BR><BR><BR><BR> <HR> </BLOCKQUOTE><BR>Well they did say that they are gonna up the channeling skill to counter just that but like everything else I expect them to "counter" the effects just below enough...

Scrav
04-21-2005, 10:07 AM
Well there has to be some reason for the change.  They wouldn't make a change like this unless someone (mob or player) has a benefit/loss.  I'd put a bet that the reactive heal incentive was just something that wasn't considered. Sure, this change could be in anticipation for the future combat changes, but these wouldn't go to live in advance of the full system would they? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /> <div></div>

Theodo
04-21-2005, 01:12 PM
<BR> <BLOCKQUOTE> <HR> Scrav wrote:<BR><BR>Sure, this change could be in anticipation for the future combat changes, but these wouldn't go to live in advance of the full system would they? <img src="/smilies/8a80c6485cd926be453217d59a84a888.gif" border="0" alt="SMILEY" /><BR> <BR> <HR> </BLOCKQUOTE><BR> <DIV>No, never ever!! Who would ever consider doing so?? :smileyvery-happy:</DIV>

JasonTheReap
04-23-2005, 11:23 AM
<BR> <BLOCKQUOTE> <HR> FelixDomesticus wrote:<BR>Ever heard SOE nerfing clerics? Me neither<BR> <BR> <HR> </BLOCKQUOTE><BR>hmmm, lets see......, what percentage of thier priest customer base is cleric types? 40%? id guess probably over 50%. how many are druid types? 20%? 30%? that leaves around 10-20% for us, the shammy types. so, who do you nerf, the people who are worth (just throwing figures now, for comparison) 55 million dollars to you, the people worth 25 to 30 million dollars to you, or the people worth 15 million dollars to you? SIMPLE, you throw the clerics another bone, and another. then, ya dont totally faar-nerf the druids. THEN, to make the clerics seem more ubir and special, ya devastate the shammies. simple collateral damage

Jays
04-23-2005, 02:40 PM
<P>Maybe our slows will be more effective with this change? If they only slow normal melee and not specials as is the common belief maybe we score a little there</P> <P>Ummari</P> <P>lvl 46 Mystic</P> <P>Splipaw</P>

Leji
04-23-2005, 08:52 PM
<P>50 templar here.</P> <P>Faster hits for less damage means much more over reactive healing.</P> <P>This also means that against a group of mobs, my reactives will wear off much faster. I had my two group reactives, my two single target and my lvl 50 reactive all greyed out at the same time yesterday. Never had that happen before.</P> <P>This change makes the life easier for the clerics? Not from my eyes. That makes reactive healing a tad less efficient against single mobs, but against groups it's bloody annoying.</P>

J
04-23-2005, 09:29 PM
Mogar, I tried pointing that out before the changes went into effect on the Templar board, and didn't get any support =P --JB <div></div>

Banditman
04-24-2005, 01:54 AM
<DIV>A Cleric, coming to a Mystic forum looking for sympathy is gonna find a lot of "kiss my &@#" instead.</DIV> <DIV> </DIV> <DIV>Overhealing means you are doing your job TOO WELL.  Dear lord, every Mystic here would LOVE to have that problem.</DIV>

Leji
04-24-2005, 02:42 AM
<DIV>Heh, i started as a Mystic, i rerolled right after the big Jan. 1st patch (was lvl 35 at the time). I believe i have a decent idea of how both classes work.</DIV> <DIV> </DIV> <DIV>The point of my post wasn't to try to make it sound like the clerics have a hard time healing or to beg for sympathy, but rather to correct the perception that these last changes made it easier for the clerics. They didn't. Quite the opposite actually. Unlike the idea showed in this thread where most seemed to believe that these last changes were beneficial to the clerics.</DIV> <DIV> </DIV> <DIV>So be happy, these last changes were effectively a nerf on those darn clerics.</DIV> <DIV> </DIV> <DIV>Oh, and overhealing, no matter how you cut it, is wasted mana. Templar heals are much slower than Mystic heals. The idea to cast the reactive when the tank is low health to use them to maximum works better in theory than in practice. They are best used to heal a tank partially damaged and to have them heal a little more than what the next blows are coming for. With small and fast blows, it gets easy to be found short handed.</DIV> <DIV> </DIV> <DIV>So, do the templars need or want your sympathy? no</DIV> <DIV>Were these last changes beneficial to them? no</DIV> <DIV> </DIV> <DIV>God forbid someone may want to make a post for accuracy sake without begging for sympathy.</DIV><p>Message Edited by Lejina on <span class=date_text>04-23-2005</span> <span class=time_text>04:06 PM</span>

ChristopherK
04-24-2005, 05:52 AM
<div></div>blah<div></div><p>Message Edited by ChristopherKee on <span class=date_text>04-25-2005</span> <span class=time_text>05:12 PM</span>

Spag
04-25-2005, 07:02 PM
<BR> <BLOCKQUOTE> <HR> Lejina wrote:<BR> <DIV> </DIV> <DIV>Were these last changes beneficial to them? no</DIV> <DIV> </DIV> <DIV> </DIV> <HR> </BLOCKQUOTE><BR> <DIV>Sorry, I don't buy this.  Your possible HP/Sec ability has increased.  Like a previous poster had written, your reactives are almost like direct heals at half the cost.  Ok so you can't cast a reactive and go afk, but you have the same healing power (HP wise) as before but now you can deliver the payload faster.  You simply have to adjust when you cast the spell, problem solved.  If your reactives were not keeping up with the DPS of the mob, this will definitely help.  If it was keeping up, this will help the target regain more lost health.  If you cast it when the target is orange, and it completely heals the target, and overheals, then maybe you cast the wrong spell.</DIV> <DIV> </DIV> <DIV>This also increases the usefullness of reactives on low AC targets.  That mage is now going to get hit more often for less HP when he gets aggro, and your reactive will be more likely to keep up with the damage.</DIV> <DIV> </DIV> <DIV> </DIV> <DIV>I have both a Mystic and a Warden.  As a Warden, I would love for my regen to deliver its payload faster, infact I feel that is something that needs to be addressed, and hope it will when they balance the classes.</DIV> <DIV> </DIV> <DIV>To say this is not beneficial to your class, is an outright lie.  Either that, or you just are not looking at the whole picture.  I will tell you this, it certainly was not a nerf!</DIV>

Spag
04-25-2005, 07:11 PM
<BR> <BLOCKQUOTE> <HR> Lejina wrote:<BR> <DIV> </DIV> <DIV>Were these last changes beneficial to them? no</DIV> <DIV> </DIV> <HR> </BLOCKQUOTE><BR> <DIV>One other thing to mention here, this change means you will be using your direct heals less often, by which makes you more power efficient.  You have many levels of reactives you simply need to choose the right one to keep up with the dps.  If you over heal, you cast the wrong spell.  Sure this update means you may have to change when to cast and what spell to cast, but overall it was beneficial.</DIV>

Banditman
04-25-2005, 10:23 PM
Sounds to me like the problem is that Templars aren't accustomed to using their entire toolbox. The right tool for the right job.  Just because you have that huge reactive, doesn't mean it's needed in every situation. Mystics learned long ago to use every tool at their disposal in an attempt to keep up. <div></div>

Mecrushu
04-26-2005, 08:21 PM
<DIV>My first thought on this change is it might help a little, but doesnt fix the problem.</DIV> <DIV> </DIV> <DIV>The problem is that tanks take spike damage at the end of a ward because of un-mitigated  pass through.</DIV> <DIV> </DIV> <DIV>So if in the worst case scenario the tank has 1 hp of ward left and he gets hit with a max hit of 1000,  then 999hps of damage are going to pass through to the tank unmitigated.</DIV> <DIV> </DIV> <DIV>with the change the mobs max hit is less so less damage to pass through unmitigated.  </DIV> <DIV> </DIV> <DIV>Again this is in no way a fix or even an attemp on SoE's part but maybe its an unintentional crumb.</DIV> <DIV> </DIV> <DIV>Since Im kinda of a simple guy, maybe someone more sophisicated can show me the flaws in my theory.  </DIV> <DIV> </DIV> <DIV>always looking to learn something ~</DIV> <DIV> </DIV> <DIV> </DIV> <DIV> </DIV>