Z
zapzap
Guest
I'm very happy with this feedback, personally. Here it is.
Healer Report v1.64
Overview:
Healers are a very solid class that forms the backbone of the Midgard Army. Healers provide two of the most valuable abilities in RvR combat - Healing and Crowd Control. For Midgard to compete with Albion and Hibernia it is essential that the Healer class remain an enjoyable and interesting class to play, both in PvE and RvR.
Concerns:
Interrupts - Interrupts function differently in PvE than in RvR. Data regarding this was provided on the TL forums, but a conclusion as to the difference of interrupts when being attacked by a mob or by a player was never reached. We need to to determine which of the two interrupt implementations is desired. There shouldn't be a discrepancy between the two environments.
Repost the information on this. As far as I understand, the two systems should work in exactly the same manner. If not, I will get to the bottom of what's going on and why.
Resist Rates - Testing has shown that the formula provided for resist rates functions correctly against opponents of even con or lower. Against higher con mobs the function does not hold, as there is an unquantified penalty against higher con mobs. Suggest that resist rates be re-evaluated to determine if this additional penalty is still needed. My personal suggestion is to remove the con-based to-hit penalty from PvE and have the resist rate be *purely* a function of the level of the spell being used and the level of the target.
We're looking into this and have made some changes that we hope will allievate the problem. Will need some good testing logs of this once it hits Pendragon.
Realm points for mez/stun, etc - from patch notes 1.54L:
Quote:
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- We have temporarily backed out of the change for awarding realm points for mez/stun, etc. - it was changing some powerleveling dynamics that we need to fully assess before this change goes in.
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The players would like feedback regarding this change. Is this still a possibility or has the idea been nixed?
Definitely a possibility. But I also think it should apply to root and heals as well. No idea when, but it certainly isn't off the table.
Specline Issues -
Mending: The power of spread heals is overshadowing the deficiency of all single target heals in this line. In a group of 8, the power to hp ratio of using the 48 Mend spread heal to heal one person is 6.7 hp/power. Same group, the power to hp ratio of using the 50 mend greater heal is 6.3 hp/power. Spread Heal being used to heal one person should not be more efficient than using any of the single target heals.
As I understood it, spread heal was better used when two to 6 people were hurt. When one person is hurt, the single target heal should be better. And if 7 or more are hurt, the group heal should be better.
Start a TL topic on this after 1.65 goes live. Let's get all the power costs listed out and take a hard look at where we stand. The goal here won't be to tune down spread heal, but to try and tune up single target heals (if necessary) to allow smart on-the-ball healers the opportunity to get more milage out of their selective healing.
Augmention: The self damage shield line is poorly distributed in levels. There are 5 levels of this spell. By comparison, the self damage add has 9 levels, more evenly spread out. Since the combination of these two spells contribute to a healer's ability to solo pve and provide defense, the damage shield line should be expanded to 8 or 9 spells, matching the self DA. This will particularly alleviate the huge gap between the damage shields at Aug spec 29 and Aug spec 43.
I understand the issue and we can look into it down the road. But because changing spell levels requires a character "conversion", it's something that takes a lot of time an effort. If the issue is minor, or can be solved in another way, we'd prefer to address it in that manner.
Pacification: Two issues. The AE Stun line is missing a spell at 20 Pacification Spec. It is the 8s duration AE stun, corresponding to the 8s single stun at baseline 20 Pac. Second issue is that the duration of the Hinder Spirit line (attack speed debuff) is only 20 seconds, much shorter than other attack speed debuffs. Suggest that the duration be increased to 40 seconds.
Okay, I'll look into these and see what the deal is. Unlikely it will be something we get to for 1.65 if it's determined a change is warranted.
Item Issues - DD and Damage Shield reactive procs are highly undesirable for Healers and Shamans because one of our forms of crowd control is root.
Even though clerics have no form of root themsevles, they feel the same way. Seems like we really need to limit reactive procs and damage shields to melee classes. I'll note this for the item guys. They know much more about this stuff then I could ever hope too, and likely will have clever solutions to this problem like they do so many others, that the rest of us would never have dreamed of.
Best was tuning sigle heal and not nerfing SH like feared
Zapsi
Healer Report v1.64
Overview:
Healers are a very solid class that forms the backbone of the Midgard Army. Healers provide two of the most valuable abilities in RvR combat - Healing and Crowd Control. For Midgard to compete with Albion and Hibernia it is essential that the Healer class remain an enjoyable and interesting class to play, both in PvE and RvR.
Concerns:
Interrupts - Interrupts function differently in PvE than in RvR. Data regarding this was provided on the TL forums, but a conclusion as to the difference of interrupts when being attacked by a mob or by a player was never reached. We need to to determine which of the two interrupt implementations is desired. There shouldn't be a discrepancy between the two environments.
Repost the information on this. As far as I understand, the two systems should work in exactly the same manner. If not, I will get to the bottom of what's going on and why.
Resist Rates - Testing has shown that the formula provided for resist rates functions correctly against opponents of even con or lower. Against higher con mobs the function does not hold, as there is an unquantified penalty against higher con mobs. Suggest that resist rates be re-evaluated to determine if this additional penalty is still needed. My personal suggestion is to remove the con-based to-hit penalty from PvE and have the resist rate be *purely* a function of the level of the spell being used and the level of the target.
We're looking into this and have made some changes that we hope will allievate the problem. Will need some good testing logs of this once it hits Pendragon.
Realm points for mez/stun, etc - from patch notes 1.54L:
Quote:
--------------------------------------------------------------------------------
- We have temporarily backed out of the change for awarding realm points for mez/stun, etc. - it was changing some powerleveling dynamics that we need to fully assess before this change goes in.
--------------------------------------------------------------------------------
The players would like feedback regarding this change. Is this still a possibility or has the idea been nixed?
Definitely a possibility. But I also think it should apply to root and heals as well. No idea when, but it certainly isn't off the table.
Specline Issues -
Mending: The power of spread heals is overshadowing the deficiency of all single target heals in this line. In a group of 8, the power to hp ratio of using the 48 Mend spread heal to heal one person is 6.7 hp/power. Same group, the power to hp ratio of using the 50 mend greater heal is 6.3 hp/power. Spread Heal being used to heal one person should not be more efficient than using any of the single target heals.
As I understood it, spread heal was better used when two to 6 people were hurt. When one person is hurt, the single target heal should be better. And if 7 or more are hurt, the group heal should be better.
Start a TL topic on this after 1.65 goes live. Let's get all the power costs listed out and take a hard look at where we stand. The goal here won't be to tune down spread heal, but to try and tune up single target heals (if necessary) to allow smart on-the-ball healers the opportunity to get more milage out of their selective healing.
Augmention: The self damage shield line is poorly distributed in levels. There are 5 levels of this spell. By comparison, the self damage add has 9 levels, more evenly spread out. Since the combination of these two spells contribute to a healer's ability to solo pve and provide defense, the damage shield line should be expanded to 8 or 9 spells, matching the self DA. This will particularly alleviate the huge gap between the damage shields at Aug spec 29 and Aug spec 43.
I understand the issue and we can look into it down the road. But because changing spell levels requires a character "conversion", it's something that takes a lot of time an effort. If the issue is minor, or can be solved in another way, we'd prefer to address it in that manner.
Pacification: Two issues. The AE Stun line is missing a spell at 20 Pacification Spec. It is the 8s duration AE stun, corresponding to the 8s single stun at baseline 20 Pac. Second issue is that the duration of the Hinder Spirit line (attack speed debuff) is only 20 seconds, much shorter than other attack speed debuffs. Suggest that the duration be increased to 40 seconds.
Okay, I'll look into these and see what the deal is. Unlikely it will be something we get to for 1.65 if it's determined a change is warranted.
Item Issues - DD and Damage Shield reactive procs are highly undesirable for Healers and Shamans because one of our forms of crowd control is root.
Even though clerics have no form of root themsevles, they feel the same way. Seems like we really need to limit reactive procs and damage shields to melee classes. I'll note this for the item guys. They know much more about this stuff then I could ever hope too, and likely will have clever solutions to this problem like they do so many others, that the rest of us would never have dreamed of.
Best was tuning sigle heal and not nerfing SH like feared
Zapsi