+4 x STR sounds OP but is very misleading to many people on how much it actually conributes to final dmg output. Scaling of attribute in skills is only op if you forget to equip your weapon or if you are a tank (or both).

Druid Class [Feedback]
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hey, i have a suggestion for the skill 1490634.
how about the skill works like the skill 499833 from ch/wl to pixel (pull all mobs together) the mobs to the mechanism?
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Regarding Druid/Warrior.
This class currently struggles greatly with sustaining Rage. I suggest either increasing the Rage provided by Heart Piercing (ID: 494216) from 15 to 30, or adding a 40% Rage buildup bonus to Urgent Aid (ID: 494017).Moreover, sustaining Nature's Power in single target situations is impossible nowadays. Please consider to increase the duration of Focus of Mother Nature (ID: 493548) back to 30 seconds - at least for the portion of the buff that reduces Nature's Power consumption to zero.
Apart from ressource issues, this class also isn't able to compete with stronger classes. Hence some form of damage increase would be very welcome as well. Personally, I'd like to see a dot (about 650) attached to Natural Attack (ID: 494016).
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Regarding Druid/Warrior.
Last patch gives a nice buff for the class, but here is another problem. Dru\warrior can use only 2h axe, and max weapon mastery lvl for it is just 220 which is very low and thats why you have a large number of misses.
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Not of fan of Poisonous Widow Embrace doing squat for damage now.
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Force of Mother Nature #493548 does not allow skills to consume Nature Points for bonus affect most painful example being Poisonous Widow Embrace #494022.
While it does state this, especially with its small window time wise it would seem that is meant to be a burn cycle without the Nature Point limit. Can't prove it but that would also make since why I could kill bosses previously that I now cannot.
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About Druid/Rogue
70 Elite skill Curse of Widow is increasing poison damage by 15%. Can you change it to increase all elemental damage by 15% instead ?
And please remove travel delay from Corrosive Poison skill (ID : 494024). We should be able to apply this debuff on our target faster.
Can the travel delay get removed from that skill, it takes 1.0 seconds to apply the debuff ( i tried with kittycombo, and my own lua engine) and without it its not worth it to play this class. please considering removing the travel delay.
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About Druid/Rogue
70 Elite skill Curse of Widow is increasing poison damage by 15%. Can you change it to increase all elemental damage by 15% instead ?
And please remove travel delay from Corrosive Poison skill (ID : 494024). We should be able to apply this debuff on our target faster.
Can the travel delay get removed from that skill, it takes 1.0 seconds to apply the debuff ( i tried with kittycombo, and my own lua engine) and without it its not worth it to play this class. please considering removing the travel delay.
There's some kind of bug with Corrosive Poison (ID: 494024) as well, where if you spam it on an enemy it will reduce the duration of the debuff on the enemy. It also doesn't refresh the timer when you use it again on an enemy that already has the buff.
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Greetings!
About Druid/Rogue
70 Elite skill Curse of Widow is increasing poison damage by 15%. Can you change it to increase all elemental damage by 15% instead ?
And please remove travel delay from Corrosive Poison skill (ID : 494024). We should be able to apply this debuff on our target faster.
Can the travel delay get removed from that skill, it takes 1.0 seconds to apply the debuff ( i tried with kittycombo, and my own lua engine) and without it its not worth it to play this class. please considering removing the travel delay.
There's some kind of bug with Corrosive Poison (ID: 494024) as well, where if you spam it on an enemy it will reduce the duration of the debuff on the enemy. It also doesn't refresh the timer when you use it again on an enemy that already has the buff.
These will be fixed in the next magical balance patch.
Force of Mother Nature #493548 does not allow skills to consume Nature Points for bonus affect most painful example being Poisonous Widow Embrace #494022.
While it does state this, especially with its small window time wise it would seem that is meant to be a burn cycle without the Nature Point limit. Can't prove it but that would also make since why I could kill bosses previously that I now cannot.We were not able to reproduce the issue. Could you please specify what you did exactly or provide screenshots/video of it?
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Thank you for the bugfix and removal of travel time with Corrosive Poison (for next patch), that's going to help the AOE feel so much better.
Would it also be possible to get the 15% movement speed reduction from Shadow Contract (ID: 494368) either reduced or removed completely? I have golden wings, but for AOE pulls that require a bit of running and areas that involve running and attacking (like the ramps in Orkham) I tend to fall behind my party members enough such that it impacts damage done pretty substantially. It also just feels a bit slow (movement speed-wise) compared to other mdps I've played. -
Regarding Druid healing overall: Currently, Druids need to apply the defense reduction with two clicks, whereas Priests can do it with just one. Is there a specific reason why Druids shouldn’t be able to apply it in a single action as well?
In the current state of healer balance, Druids already have more useful spells to manage compared to Priests. Would it be possible to link Skill ID: 493546 and Skill ID: 493545 to streamline this process?
Greetings
~ just my opinion -
Force of Mother Nature #493548 does not allow skills to consume Nature Points for bonus affect most painful example being Poisonous Widow Embrace #494022.
While it does state this, especially with its small window time wise it would seem that is meant to be a burn cycle without the Nature Point limit. Can't prove it but that would also make since why I could kill bosses previously that I now cannot.We were not able to reproduce the issue. Could you please specify what you did exactly or provide screenshots/video of it?
I had shown some footage on Hoto boss to I think GM Daleshy, who actually pointed out what was happening. I went to shoot some more but now its working, same as Rogue back attacks skills XD. Especially happy for my Rogues there. There does still seem to be a reason for some targets to resist the extra DMG tho trying between the 40 and 60 dummy. My druid is 59 but could have better staff levels.
I would also like to ask if the move speed reduction could be lifted as we are already taking 2 major heal reductions {Shadow Contract ID: 494638 (55%), Curse of Widow ID: 499944 (50%)}.
And possibly could Dark Moon ID: 494934 be changed to a toggle with mp upkeep as its duration is same as its CD being a buff constant to keep up. Just be easier on micromanagement and more wiggle room on action bar.
Or maybe Pure healing ID: 493552 be tainted by the Rogue, turning it from heal increase to MDMG or specific to Dark DMG. We are obviously meant to no longer heal so DPS, plus its picked up sooner and turns to a waste of TP if not planned for.
Always thanks for time and effort.
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Thank you for the bugfix and removal of travel time with Corrosive Poison (for next patch), that's going to help the AOE feel so much better.
Would it also be possible to get the 15% movement speed reduction from Shadow Contract (ID: 494368) either reduced or removed completely? I have golden wings, but for AOE pulls that require a bit of running and areas that involve running and attacking (like the ramps in Orkham) I tend to fall behind my party members enough such that it impacts damage done pretty substantially. It also just feels a bit slow (movement speed-wise) compared to other mdps I've played.Greetings!
The movement speed reduction of Shadow Contract will be removed within the next magical balance patch.
Regarding Druid healing overall: Currently, Druids need to apply the defense reduction with two clicks, whereas Priests can do it with just one. Is there a specific reason why Druids shouldn’t be able to apply it in a single action as well?
In the current state of healer balance, Druids already have more useful spells to manage compared to Priests. Would it be possible to link Skill ID: 493546 and Skill ID: 493545 to streamline this process?
Greetings
~ just my opinionI think I saw your suggested change in a design document already. So something like that might come soon.
And possibly could Dark Moon ID: 494934 be changed to a toggle with mp upkeep as its duration is same as its CD being a buff constant to keep up. Just be easier on micromanagement and more wiggle room on action bar.
We do not plan to change Dark Moon into a long time buff for now, as it also provides a buff to other players. I could only imagine to shorten the duration and cooldown to 15-30 seconds so you can apply it more often, as there are some boss events that make the group spread, so it might happen that some players won't get the buff. You can already include it into your rotation, as it does not trigger global cooldown.
Best regards,
Wesker
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Just a Quick Suggestion for Druid in Gernerell Restore Life will produce 1 nature power again. Cause playing druid is not fun cause of nature problems.
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The last change the healers, as far as I'm concerned, is a move in the wrong direction. There are always three archetypes of tanks, damagers and healers in this genre of games, everything else is optional (all kinds of buffers there, etc.) these three roles are the basis of any game of this genre.
I've been playing for the healers all my life, and I don't like playing for the damagers. The situation when they start making half-magicians/half-healers out of healers and I am actually forced to inflict damage in the "intervals" between treatment is a depressing situation.In fact, from my point of view, druid is starting to get upset about these changes, because despite the fact that in the notes to the change of priests it says: "at the moment, priests are superior to druids in many situations", but what do we see in the druid's changes? the healing of basic skills (Restore Life life and Mother Earth's Fountain) has been reduced, the generation of the Nature's Power has become more complicated, and the power of nature itself has become almost an unnecessary thing from Heal's point of view (except for the Druid/Priest due to the recycling of the Savior of Light and the normal generation of the Nature's Power). If you think that the healers need to be diversified, then it's better to do this through separate damage bundles or other changes that will add usefulness to the class (if you don't like that the healers are "useful" in your opinion only because of the auras).
I don't even want to talk about changing gloves for healers, people who love and play with healers and only healers have spent time, effort and resources in order to make them, and as a result they are giving damage now... As an healer, I don't need these gloves anymore, I can basically throwing them away. This is not good, they would have been converted into something useful for HEALING, and the gloves of Darkness and Light would have been converted for damaga.
I hope my opinion (which may be supported by other players) will help you return to the direction when the heal is primarily the heal.
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The last change the healers, as far as I'm concerned, is a move in the wrong direction. There are always three archetypes of tanks, damagers and healers in this genre of games, everything else is optional (all kinds of buffers there, etc.) these three roles are the basis of any game of this genre.
I've been playing for the healers all my life, and I don't like playing for the damagers. The situation when they start making half-magicians/half-healers out of healers and I am actually forced to inflict damage in the "intervals" between treatment is a depressing situation.Greetings, thank you for your feedback.
The aim of the druid (and priest) changes was to give you, as a player, options. We've tackled many issues plagueing the healer archetypem including, but not limited to, a hard time levelling, very little agency in instances, inability to do content other classes could, limited usability beyond one healer regarless of raid or party content. For that reason alone it was imperative we get rid of some limiting factors for the healer archetype (namely the removal of must-own gear to be considered useful).We're going to continue smoothing out gameplay as we go.
In fact, from my point of view, druid is starting to get upset about these changes, because despite the fact that in the notes to the change of priests it says: "at the moment, priests are superior to druids in many situations", but what do we see in the druid's changes? the healing of basic skills (Restore Life life and Mother Earth's Fountain) has been reduced, the generation of the Nature's Power has become more complicated, and the power of nature itself has become almost an unnecessary thing from Heal's point of view (except for the Druid/Priest due to the recycling of the Savior of Light and the normal generation of the Nature's Power). If you think that the healers need to be diversified, then it's better to do this through separate damage bundles or other changes that will add usefulness to the class (if you don't like that the healers are "useful" in your opinion only because of the auras).
As you correctly deduced, gaining nature's power has been made more complicated. This is a theme that goes throughout these changes, where players main complaint about the archetype of pure healers was a lack of excitement. The word "boredom" has been thrown around a lot when gathering feedback, especially when there was more than one heal present, regardless of the content being played.
While the nerfs to healing skills seem harsh, their real effect were less than 8%. If this seems like too low of a number to be true, you can try this for yourself by using a spell at skill level 1 and with the same gear, use the spell at level 105. The difference of healing done is marginal.
The removal of Pure Healing (and for that matter, Faith), was simply to offset the rework of the Gloves of the Enchanter, which were on average passively taking away around 26% healing done.
Druids then got something which Priests didn't: up to 30% healing done with nature's power. Druids are vastly more powerful in terms of healing than before, even though the patch notes might not indicate that right away.
In total, you're doing about 20% more healing than before the patch as a druid.
If you want to play a druid that doesn't interact with monsters at all, there are still very good class combinations for you to explore.
I don't even want to talk about changing gloves for healers, people who love and play with healers and only healers have spent time, effort and resources in order to make them, and as a result they are giving damage now... As an healer, I don't need these gloves anymore, I can basically throwing them away. This is not good, they would have been converted into something useful for HEALING, and the gloves of Darkness and Light would have been converted for damaga.
I hope my opinion (which may be supported by other players) will help you return to the direction when the heal is primarily the heal.
The choice to change the Gloves of the Enchanter into one that serves the heal-dps hybrid was made with the utmost care to ensure it would not be to the detriment of the player. Namely, the swap to gear score meant that average buffs (except for the super top end) are now slightly higher than before, healing done has been slightly increased overall (if your gloves were >tier 13).
In addition, players wanting to try the new archetype don't have to build any new gear to do so.
Gloves of the Enchanters old effect simply had to go from a gameplay perspective. While a fun idea in it's conception, it led healers down a very narrow path: Would you be the one with the highest buffs, your only choices of class were to play druid/priest or priest/druid to ensure your party was as strong as possible. Choosing any other class was akin to griefing your party.
Being a newer player with lower buffs also meant that parties were hesitant to take you as a heal, often times delegating these players onto support roles with even less agency. We would see a pattern of these players either outright quit or swap to a different gear type altogether.
In short: You're healing more, you're buffing more and if you want to heal even more, you're free to build the set gloves. Even If you don't, you're very likely still stronger than before.
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Yes, it's very difficult to use a rotation of 3-4 skills instead of just pressing 2 buttons on an addon all the time
I like the changes and even consider to build an own heal gear now (like some ppl already did when they heard about the changes), bcz it's now not as stupidly boring anymore as it was before
u can basically make kitty/lua scripts for heal now and you will be fine... classes like d/m or p/m can be played with kitty only! That's a huge W change imo... idk what u guys complain about, just play the game like all of us do alrdy xD
Edit: I mean imagine being a dps player and don't edit your rotation after a patch... ofc it will be bad then xD
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Yes pls, make all classes a one key bot. ~ in ur point of view, well it might be giga nice. ~ In terms of ppl who do not know lua or kitty, its not nice at all.
And pls start deleting combat scripts, it doesnt show any "ingame" skill. -
Then... uhm... maybe... learn it? I started at 0 too once... but pls don't start speaking of skill, if u don't heal 100% manually yourself and instead press 2-3 buttons on an addon that does 100% of healing for you
Compared to most ofher mmorpgs this game is easy af, now healers have to adapt to new gameplay, deal with it i guess, like all of us did too... I'd perfer full manual gameplay too, but it is what it is...
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So... maybe think about people instead of spreading nonsense? It's kind of weird to say "just learn it" when some of us do this in our free time for fun.
If you're talking about RaidHeal or GridClique or whatever they’re called — that's something different, right? Having an interface for healers so they don’t have to rely on the terrible default raid frames isn’t a bad thing. Keybindings are totally normal, so what exactly shouldn’t be done manually? xD
I’m not saying all changes are bad or anything like that. But there’s no need to put people down just because they’re expressing how they feel about the patch. lol
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So... maybe think about people instead of spreading nonsense? It's kind of weird to say "just learn it" when some of us do this in our free time for fun.
I was playing manually warden in the early days and after some time, when I found the scrutinizer addon, I had to learn how kitty or diyce works, so i could compete in damage with other players... so my point is, why shouldn't healers come to that point too? There are a lot of basic healer classes that can be played the original way without needing to use a kitty rota, but if you want to put your hands on better classes, improve yourself and make a rota... it's not an issue of time, but of being willing to adapt...
Keybindings are totally normal, so what exactly shouldn’t be done manually? xD
There is such mmo that takes place in a fantasy space setting with light sabers and stuff, there u don't have any addons and have to deal with standard interfaces too... and the combat system is more or less the same, its also tab-target without active combat but casts... there it works well too, I think healers just got lazy from early on and ppl commited a lot into lua development, so it's no wonder addons like healbot or raidheal exist for a long time...
Now the game goes into another direction, it's nothing bad, but a chance for the game to be more than it was before, you will have much more possibilities for your raids and stuff... I'm just saying try it and learn it before telling it's bad or unplayable...
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You still, dont wanna read the point I mentioned. its okay. Ill give you a quote of a friend of you who tells me this all the time: "I can only repeat myself" - I’m not saying all changes are bad or anything like that. But there’s no need to put people down just because they’re expressing how they feel about the patch. lol
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I was playing manually warden in the early days and after some time, when I found the scrutinizer addon, I had to learn how kitty or diyce works, so i could compete in damage with other players... so my point is, why shouldn't healers come to that point too? There are a lot of basic healer classes that can be played the original way without needing to use a kitty rota, but if you want to put your hands on better classes, improve yourself and make a rota... it's not an issue of time, but of being willing to adapt...
what the hell :O
You know that some healers (maybe because of how healers are played) are really old people, which just want to have fun in their old days and don't want to learn a "programming language" or even are not able to do.
You cannot assume, that everyone is able to do lua scripts.
This "learn it" is kinda not politely to those people and I hope, this was not your honest opinion.
My impression of most people (especially the women) is, that they don't want to do such stuff like "scripting" and are not able to do. It's not a shame. They just want to have fun like most of the other people.
And the faction that want to min-max things are only a small group of players... scripting, calculating, testing stuff etc.
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You cannot assume, that everyone is able to do lua scripts.
I don't expect everyone to learn lua lol, but kitty is quite easy to start with I guess... you literally have to know nothing about scripting and if you want to improve it, go for lua, that's all I say