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Boli32
09-24-2010, 12:09 PM
<p>Can we have an ETA on when you hope/expect the paladin heals to be looked at even if it as simple as "Two expansions time when we can be bothered"</p><p>Having the paladins defensive abilties defined as "healing" which was hit hard by the heal nerf makes many of the paladin abilties completly useless; moreso in raid situations.</p><p>We wish to use our heals as spike agro devices not as a way to continuously heal ourselves I have given data in other thread(s) and now we are just looking for developer feeback on when changes to the paladin heals are expected to come in.</p>

Morgue
09-24-2010, 01:37 PM
<p>I hope they have listened and looked in on the suggestions everyone has made, but I was expecting we would have heard something before now as well.</p>

Ingerimm
09-24-2010, 02:40 PM
<p>They have forgotten us Boli, as always ever. The Crusaders are cut, no one knows exactly why. The statement is balancing, although the fact can not be, because the Crusaders have been the weaker buffs and make the lower damage and so on, especially paladins.But it does not believe the interest we now have no real defensive strength more, no short buffs ect. less critical bonus to the damage and so on. Once again you have thought of something but does not have to end. And a change without testing and without warning just have prevailed. The specials and the buffs from the Guardians and the heals from the Zerker were even improved. It should heal himself only by the Crusaders to her class but it just does not interest.</p><p>RegardsIngerimm from Valor</p>

Loxus
09-24-2010, 05:30 PM
<p>I highly doubt we are going to see any eyeballs on this until after the Mit change hits live and they can "evaluate" the effects.  Until then, I've removed all but 2 (LOH and our self-heal) from my raid hotbars to make room for other less semi-useless stuff...  Nothing to do but wait and see.</p><p>On the bright side, I now have room for joust and combat leadership. <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Controlor
09-24-2010, 07:46 PM
<p><cite>Loxus@Everfrost wrote:</cite></p><blockquote><p>I highly doubt we are going to see any eyeballs on this until after the Mit change hits live and they can "evaluate" the effects.  Until then, I've removed all but 2 (LOH and our self-heal) from my raid hotbars to make room for other less semi-useless stuff...  Nothing to do but wait and see.</p><p>On the bright side, I <strong>now have room for joust</strong> and combat leadership. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>bah joust is a good CA to have if your not the MT. With all those nameds that kick you away from the mob, joust is a nice little instant jump back to the mob. As well as it allows you to use Holy Ground w/o ripping agro from the MT. That is joust has 15 meter range Holy ground has 10 meter range, after your melee swing hits back up while casting decree, then hit holy ground and joust to get the dmg proc effects of it w/o stealing agro and any minimal dps you lose from being away from the mob is made up by holy ground. (Though on trash F the MT just holy ground and destroy). Again this is useful if your NOT MT.</p>

Boli32
09-24-2010, 09:40 PM
<p><cite>Controlor wrote:</cite></p><blockquote><p><cite>Loxus@Everfrost wrote:</cite></p><blockquote><p>I highly doubt we are going to see any eyeballs on this until after the Mit change hits live and they can "evaluate" the effects.  Until then, I've removed all but 2 (LOH and our self-heal) from my raid hotbars to make room for other less semi-useless stuff...  Nothing to do but wait and see.</p><p>On the bright side, I <strong>now have room for joust</strong> and combat leadership. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote><p>bah joust is a good CA to have if your not the MT. With all those nameds that kick you away from the mob, joust is a nice little instant jump back to the mob. As well as it allows you to use Holy Ground w/o ripping agro from the MT. That is joust has 15 meter range Holy ground has 10 meter range, after your melee swing hits back up while casting decree, then hit holy ground and joust to get the dmg proc effects of it w/o stealing agro and any minimal dps you lose from being away from the mob is made up by holy ground. (Though on trash F the MT just holy ground and destroy). Again this is useful if your NOT MT.</p></blockquote><p>Any KB named this saves the mob moving... plus it better damage than half our normal CAs.....</p>

Rahatmattata
09-24-2010, 10:38 PM
<p>Paladins are fine. There is no need to boost their heals, they can already tank any content in the game and better than most other tanks.</p>

Controlor
09-24-2010, 11:00 PM
<p><cite>Boli32 wrote:</cite></p><blockquote><blockquote><p><cite>Loxus@Everfrost wrote:</cite></p><blockquote><p>I highly doubt we are going to see any eyeballs on this until after the Mit change hits live and they can "evaluate" the effects.  Until then, I've removed all but 2 (LOH and our self-heal) from my raid hotbars to make room for other less semi-useless stuff...  Nothing to do but wait and see.</p><p>On the bright side, I <strong>now have room for joust</strong> and combat leadership. <img src="/eq2/images/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" /></p></blockquote></blockquote><p>Any KB named this saves the mob moving... plus it better damage than half our normal CAs.....</p></blockquote><p>Yep that was one of my points (the KB at least), didnt really mention its dmg as i tend to save it for any KB or using holy ground. (I am the OT or would use it more often for dps). All crusaders really should keep it on their hotbar if not for KB than for the dmg it can do.</p>

Hikinami
09-24-2010, 11:12 PM
<p><cite>Rahatmattata wrote:</cite></p><blockquote><p>Paladins are fine. There is no need to boost their heals, they can already tank any content in the game and better than most other tanks.</p></blockquote><p>Every tank can get stonewill gear and fatal life tap.</p><p>No reason Pally's should have 6+ abilities that don't scale right for content. The heal skills need reworked if being a "healing tank" is overpowered because stats got consolidated and class balance and itemization are not on the same page.</p>

Tigress
09-24-2010, 11:57 PM
<p>i agree.  it is harder for the palladin to take on mobs now.  pls give an ETA if/when you will change this?  if not changing, pls just say "not gonna happen".  thank you.  <img src="/smilies/3b63d1616c5dfcf29f8a7a031aaa7cad.gif" border="0" alt="SMILEY" /></p>

Ingerimm
09-25-2010, 04:25 AM
<p>@RahatmattataThis is a meaningless statement. If you already have the best equipment and can no longer do you need to assess not at all the more. Because the problem is indeed to come first in this equipment. And if this already has everything to tank. Reaches games with people not yet have everything and you'll see that it is now much harder to stay alive as the other tanks.</p><p>@TigressNo, this is not a new problem, this is an old, because the paladin does have less aggro specials. We can live with, but not so that we no longer have to tackle spike damage. Paladins have no short time buffs, but they had to compensate the heals. So if you weaken the heals you have to provide compensation.There are many points where the paladins are disadvantaged in comparison to other tanks.</p><p>Look for example at times the groups buff. I mean, "Divine Inspiration", which is still pretty much useless. He makes a dps increase in the group of about 5-20 dps. The other tanks for permanent have e.g. 1600hp buff and not a proc like the paladins.Look at the guardian them buffs now raidwide HP and defense and that for all raidmembers. Paldins buffs 5% heal amount for heal-capable classes and 1,25% base for all. The raid buff mitigations of the paladins, for example, affects everyone except the tanks.orLook buff for example, views the individual groups to proc. I mean, "Combat Leadership" which is also pretty pointless. It makes a dps increase by about 5 group dps, because he has only a single trigger and must be re-cast every minute.</p><p>The use of heals is just as difficult as tank and now just more senseless as before. The problem with the heals and the ward are the cast times and the mana consumption. Because often it is used as a tank just interrupted at the ward cast.</p><p>So could you need for start-ups was 1-3 for the damage assessment of 2.5 k - 6k at a HP of 22k-35k that's as good as anything else on, depending on the situation. Or take the group heal that heals when these skills fully, depending on the equipment between 3k and 4k, the people in the raid, as a rule 18k-35k HP. As you can see little effect. Dots and so on have far greater negative effects.</p><p>Given the fact that mean 5% less resistance to 25% more incoming damage, the adjustment will have the mitigation already serious effects. For me, for example about 10% lost when physical resistance. The scenario is 50% more incoming damage. Other classes have buffs to compensate for this, not the paladin and only one can when one of the raidadornments uses this to apply, but rare, not permanently.</p><p>[A short excerpt from what I have sometimes worked to explain it to my Raid Force:Hello people because the system has brought about some of the resistance not quite seem to have, I try to explain it once universal, so it maybe everyone understands and remembers why resistance is so important. So the optimal state, therefore, means 80% resistance to get through 20% of the unabated loss. Thus, one can assume that these 20% of the damage equivalent to 100%. Has anyone come only 75% resistance by 25% of the unabated loss. Thus, therefore, with reference to 100% at 80% now 25% more damage than 80% resistance that is 125%.</p><p>So a mob power now at 80% damage resistance makes 20K, so he does have by 75% resistance 25.00 K damage. => 5.00 K more (25%) So a mob power now at 80% damage resistance makes 20K, so he does have by 70% resistance 30.00 K damage. => 10.0 K more (50%) So a mob power now at 80% damage resistance makes 20K, so he does have by 65% resistance 35.00 K damage. => 15.0 K more (75%) and so on.]I know the resistance cap is reduced to 75% but the calculation remains the same.</p><p>Therefore, the interaction is between the set of all already made and proposed changes will be more viable to play for fun to have. Because people want to play with their selected class ages ago, and not constantly adjust to the change of classes and possibly when is barely playable, and only a cruelty to make one other char.orWhy is now the difference between the tanks in the critical bonus?Crusader: 0% heal, 30% CA, 30% spell, 50% taunt | by 40% CA´s and 60% spells consisting of (33% dps spells / 33% heals / 33% buffs)Warrior:   0% heal, 50% CA, 0% spell, 50% taunt | by 100% CA´sBrawler:   0% heal, 50% CA, 0% spell, 50% taunt | by 100% CA´s</p><p>RegardsIngerimm from ValorExcuse my bad english I hope you understand what I mean anyway, would be a shame to write it at the time. Thanks</p>

Dread_Fang
09-25-2010, 06:52 AM
This post has moved: <a href="/eq2/posts/preList.m?topic_id=484518&post_id=5422184" target="_blank" rel="nofollow">/eq2/posts/preList.m?topic_id=48451...post_id=5422184</a> **Everyone needs to stop trolling and flaming**

Valphine
10-01-2010, 04:12 AM
<p><cite>Rahatmattata wrote:</cite></p><blockquote><p>Paladins are fine. There is no need to boost their heals, they can already tank any content in the game and better than most other tanks.</p></blockquote><p>No. Yes, they need.</p><p><span style="color: #c0c0c0;"></span></p><p style="font-family: verdana, arial, helvetica, sans-serif;"> </p><div><p><cite>Xelgad wrote:</cite></p><blockquote><p><cite>Boli32 wrote:</cite></p><blockquote>So... what do I suggest?<p>First of all all the heals need to be less of a "need to spam" issue in order for the player experiance, somethign you can cast to increase your survibility but not needign to spam these abilities constantly in order to obtain the benefit from them.Secondly they need to be balanced and SCALE so they are as viable in raids as they are in herioc without making one of both overpowered.I shall draw your attention to the regenerating wards on blessing of the paladin as well as the group version on the crusader tree; they were perfectly in line in what a paladin was - a very small ward but one which was cast all the time - in essence it reduced damage by 250 but only every 5 seconds - a small but handy little ward which made us feel like real paladins again where we can do our job as we shoudl as well as "heal" at the same time.</p><p>That is what we like - small healing bonuses that require little attention from us so we can contonue with the real role of tanking mobs.</p><p style="padding-left: 30px;"><strong>Suggestions:</strong></p><p style="padding-left: 30px;"><strong>Holy Aid</strong>Change to a 3-5 charge reactive heal with a SMALL damage reduction on for its duration.example current: 2,000-2,500 healSuggested reduction in heal to 5 charges of 200-250 with a 3% damage reduction. duration 30s recast 20s or somethingThe healing power reduced significantly but it has more "worth"; in herioc setting it will help out the healers but not make them redundant. In a raid setting it will reduce the massive damage spikes somewhat but at the same not make healers redundant and because it has a SMALL componant of damage reduction it will be cast regually for a minor healing power but mainly for the DR.<strong>Sacrament</strong>In all honesty no-one will miss this ability if it was to disappear altogether since it no longer crits. Instead remove it as a heal entirely and perhaps make it into a small HP buff, i.e. recast 5min increase max health by 5% for 30s and make all spells interuptable/cast on the move. Those are just a couple of random thoughts but hoenstly removing this ability is also in the mix - after the chage this won't appear on any paladins hotbar.<strong>Prayer</strong>You should keep with the use I have and many others have to reduce the incoming damage on the GROUP in order to survive larger AoEs.Change its recast to 90s duration 15s - and have it "reduce all damage to group by 50% - if healer" so a paladin will work WITH the healers allowing them to survive far more powerful AoEs at close range. Similar to the guardian stoneskin ideal but more paladin (healer) helpful.You will gain same effect but not tred on healers toes by casting massive healing.<strong>Demonstration of Faith</strong>We like the ward - we hate the casting time, it also generates most of our healing power. If you were to remove this spell completly from our hotbars paladin healing will halve. However I do not suggest anythgin as drastic - change it to : Increase mitigation of self against ALL damage by 2500 for 30s recast 60s and increase max health by 5%it still maintains our role of decreasing incoming damage spikes but it does not heal and removes it from the healing list<strong>Lay on Hands</strong>Change to % based - that is all.</p><p style="padding-left: 30px;"> </p><p>Above all we want to heal.. but not spend all our time casting heals; work out exactly how much damage reduction you wish to give us by using heals and change our healing powers to act more like temp buffs granting a SMALLER heal benefit with a benefit that scales to the end game.</p></blockquote><p>First, let me reiterate that it's very important to us that abilities scale at a balanced rate.  As I posted in the test feedback forum, that was really the primary reason for the heal crit change.  It's a waste of time for us to balance abilities for a certain gear level if better gear next expansion is going to benefit some abilities more than others.  Overall, I think the change has helped the situation to a degree, but we are still working on fine tuning it.</p><p>It's very likely that Lay on Hands will become percent based in the future, and we'd like to change some of your other heals as well.  However, instead of shifting to more damage reduction/mitigation abilities, we would rather increase heal amount, increase cooldowns, and, perhaps, reduce the casting time of your heals/ward.  If we made those changes, casting your heals and ward every time they're up would result in lower total heals per second, but the abilities would be better for countering spike damage.</p><p>Feedback on this general idea would be appreciated.</p><div></div></blockquote></div>