Posts by Edelveyn

    @Brontes I would like to know what you think about this =)
    Thank you)

    I agree, yesterday when using it I was very disappointed. It is more profitable not to spend nature's power then than to spend them on such a weak regeneration, which does not give so much benefit.

    I also want to draw your attention to the Druid/Warlock. After the patch, its power in the healer's gear has fallen. Without the flow of endurance and wisdom into intelligence, the magic attack is greater than after. Although before it was a very good class, when the healer needed to go somewhere on his own to deal damage.


    Is this a deliberate weakening?

    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.

    As for changing the archetype of the healers, of course, there is nothing wrong with that. Just judging by the description of the changes, now only one druid/priest bundle is 100% heal (well, druid /scout), because they have more ways to generate nature's power. I thought that the shift towards a more damageable one should be something like: we improve the base damage and give bundles for dealing damage, but at the same time we remember that first of all these are healers.


    Yes, indeed. I didn't notice that nature's power now gives a boost to healing. It really makes you play more thoughtfully, maintaining the maximum amount of it. Unfortunately, I did not notice this during the initial reading of the changes.

    These are interesting changes that add complexity to achieve maximum healing.


    But how are they suitable for a healer if they actually give a damag? Now they give a buff for damage during treatment, but then it would be logical to add the opposite.: that when dealing damage, the healing increases? Then, yes, it would be a hybrid change, but now it looks lopsided, shifted to getting a damage buff by tapping the healing skill.

    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.

    Good day.

    I found that the 105 Orkham accessory set for healers is the only one that does not have a bonus to stamina. It turns out that all classes get 3 bonuses for 3 items, and healers only get 2:

    I think this is unfair and suggest adding a 3rd bonus to stamina for the accessory set for healers, at a minimum of 8%.


    I hope this will be added to the game =)


    Hello!
    We found that it is inconvenient to view the history of resource contributions to the guild, since the history is displayed only for the last 7 days.

    We suggest changing the history of contributions to the guild so that it is monthly for the last 4-6 months. Or so that you can watch the history for the last 7 days and for the last 2-3 months.


    We are sure that this will be convenient for many guilds :)