Posts by Brontes

    Hello,

    I play Priest/Warden. ID: 490304 Holy Candle I think there is a problem with this skilld because the description says "Increases effectiveness of heals by 27%, and consumes 5% HP everytime you invoke a heal spell." but it doesn't decrease HP per second.

    Greetings,


    Just as Bood Arrow is limited, Holy Candle can only hit yourself once per second.


    Hooroo

    Hello,

    1. To defeat the boss, to click on 139644 [Yeniden Birleştirilmiş Gulyabani Dükü] and HEAL. I play Priest/Warden. I use 495164 Healing Wind for more healing. Although this skill increases healing by 40% for 15 seconds, it does not work for 139644 [Reassembled Ghoul Duke].

    Greetings,

    Thank you for your feedback. This is intended, as to not burst the boss. We're looking whether or not we want to apply this in the future.

    Hooroo,

    Brontes

    Not about priests, but about gear score mechanic. Why if i equip wand, im not get gear score from shield or talisman? I think, it should be usefull.

    Greetings,


    Only the highest gear score from any weapon slot is applied.

    This is not subject to change in the near future.

    From a balance perspective, it would cause us to nerf buffs to adjust for this again, leading to a single class meta.


    Thank you for your post, Hooroo,

    Brontes

    I would like to know what you wanted to achieve with the latest changes to the knight/priest? The fact that you added a heal to him is very good, but it is too small.

    Greetings,


    The point of the heal has multiple facets, namely

    - the class was lacking realiable aoe

    - application of the raid-defense buff was too clunky to be sufficiently powerful and healing is the most reliable way to apply this buff

    - increased damage from shield defense means an easier time holding aggro


    We've been adding small, supplementary heals to many classes to take the pressure off on healing classes in the wake of the healing rework. It's a safety net.

    I would also like you to reconsider the bonus from using the glove, since 4000 damage for a tank knight is useless.

    Orkham-Gloves provide roughly 36% more aggro when activated for their duration and will not be changed.


    Hooroo,

    Brontes

    Quote from Brontes

    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.

    I am afraid this might have a negative impact on knight tanks. Maybe on boss fights we can restore our mana. But dont forget that mobs dont stay alive long enough to generate aggro first and then use punishment.

    Should these fears remain true after your own playtesting, please feel free to write additional feedback.


    Hooroo,

    Brontes.

    Greetings,


    Thank you for your feedback.


    I want to make clear of the intentions we had with the changes:


    1) Taunting every two seconds was an issue. It made aggro as a vector of power for knights impossible to balance, disallowing for us to make room for knights to get more power in areas they needed. Knights are - except in Grafu, due to the need of AoE stuns - already by far the best tanks in terms of group protection. We have seen raids without wardens be just as effective, showing once more that there's many ways to conquer challanges already.

    The mix of consistent damage reduction and long time stuns allowed for knights to effectively disable most of the enemies damage in other instances. This is a trend that got broken once, but will very likely continue with following releases.


    2) In the same vein, mana generation and mana as a resource was a non-issue for knights. It was way so powerful in fact that we might as well have removed mana and made every spell have no cost instead. This took up too much of the power budget, no matter how comfortable it may seem.


    3) Charge now having four holy sigils means that you may now much more effectively open up fights by using powerful abilities at max capacity right from the get-go, instead of having to wait and manage sigils. We also made it hit much, much harder than before, increasing initial aggro by quite a bit.


    4) For that matter, we also added damage and mana gain to Punishment to make sigil management in later stages of fights, where all your debuffs are applied and you sit on an abundance of sigils, more engaging. It also streamlined mana recovery for DPS-Knights, which is a neat side effect.


    As stated, the goal was to remove some passive power and move it into active gameplay to make more room for all the other buffs knights recieved.


    Hooroo,

    Brontes

    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.

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

    We have got a few changes lined up for this class combination that will help out a bit.

    Thank you for the feedback!

    Be great if people besides the top geared were taken into account, kinda hafta make it to that point. Nice to see more we made you suck but there is gear to fix it or will be. As for upgrades my heals and dps is down, and if taking int conversion away why does sandstorm which is crippled now still take Int. Goblin mines since after season 4 my Druid has just gotten weaker and weaker and can't do other content, the worms I hit for 18k with widow now its 13k and sandstorm killed them first tick now its taking 3 and barely doing 10k. Not 100% confident on the wis to matk as well pretty sure I'm short 10k matk compared to having resolution.

    Greetings,

    The healing you do on Druid/Rogue is diminished because the class is not meant to be a healer. It's squarely an mDPS. This falls in the domain of Wesker. Heals with wisdom gear (even starter) produce significantly more healing and damage, for which scalings will be changed from Int to Wis on important skills in the next patch, to help bridge the gap even further.

    Thank you for your feedback.


    Hooroo,

    Brontes

    Greetings, thank you for your feedback!


    Please keep in mind that more patches will follow to make things less bumpy, however, the current direction has been chosen very deliberately.

    I think one of my biggest fears about this change is you’re taking a class people have played a similar way for 15+ years and now expecting them to enjoy playing their whole class a different way. There’s already so much to focus on for a healer, tbh their jobs were already harder than a DPS which primarily stands still and spams a single button.

    This problem is deceptively complex: buffs scaling with gear added a good amount of power into the game, and with orkhams release (and the subsequent change to %buffs), we've seen that many players had a very hard time progressing from around level 50+, which is the rough point where base skill power would no longer carry you.


    Low base atk- and damage-values weren't really helped by %buffs. We've added Healer's Resolution in the past to try and remedy this, however, it was already at it's maximum power, but not nearly powerful enough to be properly usable. Internal play tests concluded that you'd get to a point where you would stack a whole lot more intelligence than wisdom due to it's calculation, which would lead them to spiral out of control too quickly.


    Doing a 1:1 transformation would have been in a deceptively complex task to create and require deep engine changes, which ran the risks of breaking a whole host of other things in the process.
    In other words, it was neither worth the effort nor the risk.


    In total, healers had a terrible time leveling. Even fully levelled, a heal would rarely, if ever, even be able to quest talaghan solo in a fun way. This was a very bad thing for the game and caused many people to either swap to a different role or quit altogether.


    The few remaining healers would then find themselves at the next hurdle: Even though they were level 105, possibly equipped with a minigame set or bought gear, their buffs, which was expected of them, would still be incredibly weak due to the lack of cards and titles. Parties would simply not invite you to runs and players would have to actively rely on other players to divulge tactics for titles to pull them up.


    From that point on, healers were considered viable. The point where heals became viable was, when, essentially they had completed all content in the game, and what these players then found were two more, major issues:


    A lack of possible skill expression

    Once players had figured out the difficulties and/or set up their heal addons to specific situations, many (and I mean basically everyone except for the heal-only-hardliners) would start to build other gear, citing boredom in healing or a lack of power in farming as reasons for the swap.

    Players willing to adapt to changes (and therefore bring up the average skill level and create discovery around classes and their mechanics) would therefore leave classes. It led to a major misunderstanding to how heal mechanics work over time or how much heal is actually needed to survive instances.

    Changing a skill from 250 to 1.000 healing will result in a roughly 5% increased heal. This is something we aim to change, as explained in a previous post to give us a better angle at properly balancing heal numbers.


    Limited usability

    Without heals, instances are unplayable. With one heal, it's stressful until your raid figues out how to avoid most of the damage, with two heals it's comfortable. Anything beyond that meant that it wasn't beneficial to the raid to pick yet another healing class. Guilds with more than two full-heals would find themselves in the situation where they would delegate a fully equipped, end game healer to a supporting role with even less agency or a misfit gear.

    Standing on a monster and autoattacking to generate rage on a Warrior/Priest to keep providing a buff isn't the most fun gameplay one can have.

    As a result, Guilds would not take in newer heals if they already had about three, creating a negative feedback loop of the heals needing the help finding even less parties and guilds and being even more likely to leave the role. Simultaneously, the fewer heals in the guild, the more likely it is to have none online and therefore have an inability to run. This was especially an issue in midgame guilds.


    Changes simply had to be made in order to ensure that, in the future, people would actually want and get to play healers.


    For this reason, we created the new archetype out of vastly underutilized combinations. To provide an example of what we define as underutilized, Druid/Priest was played roughly 37* more than Druid/Champion in Orkham, remaining constant in Grafu Castle.

    We therefore decided to take this class and mold it into the new archetype while trying to preserve the Druid/Priest as a full heal.


    In cases, where the distinction was not nearly as clear (such as Priest/Mage or Druid/Warden), we simply added mechanics to make sure the base class would still be usable, even if no gameplay adaptions by the player would be made.

    I think if CoA really wants to have the official stance at reworking healers into hybrid DPS, CoA should take responsibility by creating a full healing combat + heal engine (if that’s the goal now).

    The goal isn't (and never was) to hybridize all heals.


    Full heals still and will always remain. We will ensure they are de facto the strongest at pure healing. This is, due to the freshness of the patch and the safety nets we put up (to ensure raids are still possible), in parts, not the case and we're working on changes to create bigger differences in heal numbers.


    As laid out in the GD-Notes, the main purpose of the patch was to allow for more flexibility in choosing a healing class and similar to how DPS (should) do it, choose the combination most suited to your raid and the instance you're seeking to conquer. To be concrete: Adding another heal should mean they (or another) play a heal-dps hybrid, providing damage and supplementary heal, as well as powerful debuffs and the usual utility a main heal brings to the table (battle revives, buffs, defense reductions..) instead of a support class they are ill suited for in the gear department. It is still possible, however, no longer optimal to do so.


    The design choices of certain heal skills becoming AoE, losing a global cooldown and/or providing a long-running HoT have been made to create room for players to do other things without having to stress about their raid members dying.

    Hybrid combinations certainly have a much higher skill ceiling than full heals in terms of positioning, but are vastly more rewarding in terms of satisfaction than a regular healer. These mechanics are purposefully designed to work with very basic, almost rudimentary combat engines or even macros.


    While feedback is appreciated already, the point has to be made that it will take time for the archetype to take root and be understood by the player base, just as the learning curve for effectively using these classes by individual players have to be respected.


    Also, I’m not sure the core issue for healer damage has been fully fixed — The main reasons healers don’t do damage is that they wear healer gear. They’re missing melee magic damage %, getting mdmg bonuses from various pieces of gear, pve dmg %, etc. I get that the goal was to make it so it was less necessary to stat / spec for heals in healer gear, but it’s not just an overall healing reduction per heal - it’s less time spent healing vs DPS which also lowers overall healing done.

    Healing done for Pure-Heal-Druids has increased by roughly 20% (about 35% for Druid/Scout). As Gloves of the Enchanter have been changed, they now may opt to the set gloves instead, which would provide them with even more healing than their hybrid counterparts.


    The biggest gameplay change to druids was to require them to use differing spells on each class combination. Before, we'd see that basically every druid was using Recover, Mother Earth's Fountain and Restore Life exclusively to heal. Quite frankly, this contributed greatly to the reports of boredom with the gameplay and was therefore bad for the healer community as a whole and simply had to be broken to ensure there would even be future healers left. This is the only place we're forcing heals to change their behavior in (relatively minor) ways and these changes are absolutely necessary to ensure more healer players would reach endgame in the first place.


    Incorporating new skills into healing will greatly reward you, not using them will reduce your healing done on average by 4%. Considering that about 65% of healing done was overhealing, we're confident (and have already seen) that healing is still fully possible and, in the case of some combinations, more relaxed than ever.


    I hope I could clear up both the intent and direction we're aiming for.


    Hooroo,

    Brontes

    Greetings,


    I would urge everyone in the thread to try and be civil. Being passionate means that emotions run high sometimes, however, personal attacks and insults are never okay.


    Thank you!

    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?

    We're already discussing potential adjustments for the combination, Wesker, our mDPS-Lead is helping in that. Adjustments in the interim can be expected.

    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 sick, 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.

    Just to offer some transparency, the pure healers for this main class are the Druid/Priest, Druid/Scout and Druid/Warden.


    Druid/Warden has an unclear description in it's Recover, where you have a chance to restore a Nature's power; it requires one to cast, but will not consume one. We will adjust this description to be more clear in a future patch.


    That is a great suggestion! Should we find the heal power of hybrid heals to be lacking, we'll look into increasing it.


    Thank you for your feedback! :)

    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.

    Hey please consider to change this: the Cardsytem for healers(and any other buffing class) now is useless. A good cardsystem should provide gearscore to affect the buff like percentage from max possible wisdom gives scaling gearscore

    Hey, thank you for your feedback.

    To make sure all information is available everywhere, let me quote myself from discord

    This is the first patch of many to come. With the new archetype, we wanted to make sure healing classes are still intact, while we roll out the first. Changing healers drastically is dangerous, as undershooting the power means nobody would be able to run anything. We simply did not want to take the risk to do everything at once and potentially have a disaster on our hands. Buffs are roughly the same strength, practically nothing has been lost for now and moving forward, we now have much more room to make wisdom a very attractive stat.


    For that reason, attribute scaling on buffs simply had to go. It forces heals into very specific gear (%Wis-Corrupt, Two Handed Staff, %Attribute-Robot), which also meant that you were, for the most part, a walking buff. Passive and, frankly, boring game play like that has caused the lack of healers on the server in the first place, exacerbated by the high barrier to entry to even be considered viable for both random parties and endgame guilds.


    With the change to gear score, the expectation isn't to have everything maxed to start out playing anymore. Should your heal be enough, someone else can buff again, as it was when we first rolled out the system. However I agree, at the moment, endgame minmaxing for heals is a bit lacking. Do not worry though: We already have a system in place which we can safely roll out in the future to return minmaxing for heals as a viable thing to do. We just had to make sure that we have healers left in the future to enjoy minmaxing :)

    As a k/w main, i honestly feel like the knight in general is in a good spot right now. Though this might change with higher raids since i only ran up to rofl and idk as of now. The main issue i face is, while my gear already feels strong on this content and i can tank pretty much comfortably, the percentage dots feel unfair. Even just running into rofl, i randomly take a single dot and die from full hp even with pots if not by chance a healer saves me. Further into the raid either a strong healer needs to constantly heal me during some passages or i need to intentionally delete buffs for a little healer (which otherwise would be completely able to soloheal) to be able to keep me alive. It doesn't feel right that stronger gear actually requires stronger healers, just because the amount of % damage can't be reduced by any of my skills.


    my recommendation therefore is to either change the DoTs to a flat value or even better be affected by MDef, which sadly really doesn't play a noticeably role. Another approach would be changing existing ISS that reduce Magic damage (level 58, 100 and 104 ISS) to include DoT damage, though i'm not sure if that will affect % damage done by DoTs

    Greetings,


    %-based damage over time abilities are a core factor in highlighting strengths and weaknesses of tanking and heal classes.

    While knights in general are the strongest tanking class, their lack of short cooldown stuns and high HP while lacking self healing means, that comparing to lower HP tanks (like Champions), they will take proportionately more damage from these abilities while simultaneously be stronger against flat DoTs.


    Knights in general pair well with healers which are strong in counteracting sustained, fixed damage (as it can't be reduced by threaten). This weakness is by design, not as coincidence and therefore %-based DoT simply can not be changed, as otherwise the spot of weakness shifts to the aforementioned Champion. In spots where you know that healing is going to be tight, you can alternatively try to negate the application of the negative effect entirely.


    Hooroo,

    Brontes

    Greetings,


    We generally categorize types of defense into reactive and preventative defense.


    Wardens, by far, have the strongest reactive defense in the game; however, the current endgame instances do not lean very well to reactive defense. Much of the damage affecting the party outside of the tank can't be played against with a stun or general interrupt. In order for Wardens to ever be viable as a main tank in any of the current endgame instances, they therefore had to be given a strong enough form of preventative defense.

    In addition, Grace of Life is now much stronger on tanks than it was before, allowing parties to double dip when both sources of the buff are properly equipped. As stated earlier, we will monitor this closely.


    The combination of Threaten and Traces of the Cross Sword reduce the parties damage taken by roughly 65%. We aim to achieve similar numbers for Champions and Wardens. We do not want tanking to come down to a numbers game, but rather offer unique effects from each class to distinguish them; while it should be possible to conquer the vast majority on the game with just one class(combination) on this role, we aim to have substantial performance differences in instances between them.

    This can be seen to it's fullest in Ruins of the Ice Dwarf Kingdom, where a Knight/Champion can easily cut down run times by 40% on the average run by itself. While it is no longer an endgame instance, this was already the case on release. We've seen similar trends in other instances. Wardens were drastically underperforming in both Grafu and Orkham.


    Generally, we'd also rather overpower than underpower with changes on tanks, as it's better for the player base to have a class that is too strong for a week than one that can't be played at all. Unlike with DPS classes, overpowered classes tend not to affect raid speed significantly either. However, we obviously we aim for a balanced environment in the end.


    Hooroo,

    Brontes.

    G'day,


    It has already been decided to increase it back up to 6% and we will continue to fine tune these auras (this includes GoL). Feedback is appreciated.


    Hooroo,

    Brontes

    Hi everyone, what do you think about "new" mechanic of shock strike? Now you cant spam this skill in raids, because it has internal stun cd. Stuns by this skill doesnt work every 3 seconds.

    It works in 10 seconds approximately if you spam it. The developer has confirmed that this skill works correctly. I think itsnt right.

    How do you think the player should understand when he can click on the skill and the stun will work? In the real raids, this can never be done normally.

    In my opinion, it is necessary to at least create a debuff on the mob by which it will be possible to understand that the stun will not work.

    Greetings,


    This is a tooltip error.

    The internal cooldown for the stun has been set to, as you deduced correctly, 10 seconds.

    Other uses of the skill will still interrupt your targets casts.


    Thank you for reporting it!

    Ooohhh it's called Paradise fields that one.

    Greetings,


    Exactly!

    For each different event, the portal will lead to a different celebratory subzone.

    Watch out for Christmas! ;)

    Hooroo,

    Brontes

    Greetings,


    the very next patch (v.2008) will have a lot of tank adjustments, especially for knights. Stay tuned for the patch notes!


    Hooroo,

    Brontes.

    After some additional trys in the last months: the aggro as warden/knight is not good without Oak Power (which you get from 1490859 Heart of the Oak). The class is supposed to play with 1h + shield, but in my experience, the aggro is really low, especially in bigger pulls (more than 6 mobs) and classes with only 1 recon rune have mostly more aggro than the warden tank :)

    Thank you for your feedback,


    We're currently looking into warden tanks and will provide some updates to them in the near furute.


    Hooroo,

    Brontes