Update 66 Preview 1 - Epic Destiny Refresh

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Shear-buckler

Master of reactions
And I'm not really that concerned with trivializing healers in "harder" content because they're already pretty trivialized

"Reread my post" too - skillful dedicated healers are only really required for the "hardest" content, and that's OK
Well I think you are putting the cart before the horse. The aura is the main reason why healing is trivial in the situations you describe.
 

Lazuli

Well-known member
Lazuli I typically always agree with you, so I'm probably missing something here. 1d6 + 10 vs 1d6 + 7 is a 23% damage reduction, but reducing the cooldown from 15 s to 12 s is a 25% boost resulting in a 2% increase in damage from Dragon Breath? Maybe I'm wrong, happy to be wrong here and grab my pitchfork. :p
You're missing out on the fact that the damage you're mentioning (1d6+10) is what Dragon Breath now does at level 20, while it's currently doubled to level 26 by an enhancemente at tier 4. The new damage you're mentioning is level 26, and it barely corresponds which is now a level 7 spell. The damage that dragon breath will do with the changes at level 20 corresponds to that of a level 3 spell such as fireball. The only difference is that they have more max CL.

Damage has gone from 2d6+20 to 1d6+7, at level 26 with heavy investment in the tree.

The nerf is excessive, and i added to a series of nerfs on magic that have put magic damage in a delayed position.
 

Zvdegor

Melee Artificer Freak
reduce cooldown of dire charge to 10 seconds, and instead of a dash make it a 360 whirlwind cleave so it doesnt suck and fail half the time
@Tonquin I agree on a shorter cooldown. 15 sec is too long. A melee build have to controll its enviroment so need like 2-3 CC abilities to stay alive. Maybe 10 sec is a bit short (it would be awesome tho) but reduce it just to 12 sec would be a great help.

The dash is very buggy. It cannot be controlled, sometimes after using DC I end up in a totally different direction behind the group of mobs.
The stun effect basicly not working when the mob is moving.

The WWA animation IMO isnt for Dire Charge. I like to ambush a group with the dash but it is too buggy atm. Instead of WWA animation the Spring Attack mechanism would be more appropriate.
 
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droid327

Hardcore casual soloist
Well I think you are putting the cart before the horse. The aura is the main reason why healing is trivial in the situations you describe.

I think you're trying to make a situation harder to justify the situation behind hard :)

I dont see it as being a problem that lower-tier content isnt acutely challenging...thats why we have higher tier content, for those that do want the acute challenge. I think the game is fine being a "spectrum of casualness" across the lower tiers.
 

Lazuli

Well-known member
You guys are making my point for me. The aura trivializes healing in easy content, and stacking the aura trivializes healing in even harder content.
It is not the aura that trivializes easy content lol Easy content is trivialized for being easy, without more. It is equally easy if there is no one with the aura. It's just... easy.

I don't see the point of playing easy content in a group if it is trivilized, normally what is done in those cases is add a few skulls to be more entertaining.

But there are people who have it difficult even in content that we consider easy. And we have to respect that.
 

Dandonk

Beater of Dead Horses
This. For me, dire charge may as well not exist. Changing it to a spring attack style animation would instantly make it on par with drifting lotus/concecration.
I thought I was the only one who was seriously frustrated with the "workings" of dire charge. Whew, seems not.

I really, really hate the buggy thing. Spring attack would indeed be a better template.
 

Falkor

Well-known member
When I play a healer the last thing I want to do is run thru a quest tossing heals like a hireling. In the midst of battle? Sure! But otherwise, No!

When pugging, too many players make zero effort for self-heals and expect other players to hold their hand. If someone can't be bothered to get UMD or pick up cocoon, I find it hard to be bothered to constantly heal and rez them.

The aura helps with that, and doesn't make it my personal obligation to top off every little hit point.

The aura helps low skilled players out far more than raiders or people running end game reaper.

When I use my healer in high reaper, I'm tossing heals. The aura really does little to nothing because I'm not standing in the middle of a bunch of melee while they swing at a vengie or doom. Exalted angel really isn't necessary for these types of groups. It adds little to nothing. I rarely see anyone running exalted angel in high reaper.

When I use my healer in LH pugs, it keeps the puglies alive. As a healer, I don't need it. I can toss heals to myself. It helps out the party. They can run up to me and get heals, and it saves mana.

I don't push raid, so cannot speak about exalted angel in higher reaper raids. But I do know that melee sure isn't using it if they want top dps.

When I solo and use exalted angel, it's nice and helps with harder content, but again ... healing in reaper is so so. And when the healing debuff is gone, a cocoon works pretty darn well. Aura isn't necessary.

At the end of the day, for me, that healing aura is all about helping out other people. It really doesn't help my builds. It's literally something I pick thinking "This will help other players in group," even if I'm not playing a healer. Cocoon does that too.

I'd love to see the change be along the lines of an aura ... that has some type of imbue toggle similar to the imbue toggle in t4 enlightened spirit.

RIP Exalted Angel Tree, I love using this for epic leveling. I don't believe any of my builds can use the proposed version for end-game. It's doubtful I'll ever use this tree again.
 
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Monkey_Archer

Well-known member
On the topic, Fast and furious is just as buggy and needs an animation chage as well, although spring attack is probably not appropriate in this case.
 

Griglok

Leader- The Casual Obsession (Khyber)
You're missing out on the fact that the damage you're mentioning (1d6+10) is what Dragon Breath now does at level 20, while it's currently doubled to level 26 by an enhancemente at tier 4. The new damage you're mentioning is level 26, and it barely corresponds which is now a level 7 spell. The damage that dragon breath will do with the changes at level 20 corresponds to that of a level 3 spell such as fireball. The only difference is that they have more max CL.

Damage has gone from 2d6+20 to 1d6+7, at level 26 with heavy investment in the tree.

The nerf is excessive, and i added to a series of nerfs on magic that have put magic damage in a delayed position.
I DID miss that. I thought they meant it was shifting to 1d6 +7 in addition to doubling the damage. And then I read Tonquin's reply.

Count me in as disappointed as well then. Not sure why that change would happen.
 

Lazuli

Well-known member
I DID miss that. I thought they meant it was shifting to 1d6 +7 in addition to doubling the damage. And then I read Tonquin's reply.

Count me in as disappointed as well then. Not sure why that change would happen.
The devs are usually behind in the reality of the game, and I guess they are still buying the story that magic is op, the casters obliterate entire rooms blah blah blah.

I would like that instead of listening to the wrong people they would design raids so that casters would have more room, it seems that they don't know that magic is a fourth-class citizen there. And by the way, remember the sorry state of the alts, yes, those that have been buried under a mountain of grind...

Mmm, I guess I'm asking too much. It's easier to listen to people who cry day in and day out.
 

Tonquin

of Lightning Hammer fame!
I genuinely do not like this. I do not want a circle to appear around me every time I cast a healing spell. I do not want this kind of uncontrolled damage on my healer. Even if it's a small amount and I frequently try to help with damage, there are times I want to do no damage at all. This could be especially problematic if I'm repositioning myself and run by some enemies that have not taken damage yet (but may be going after a melee) and will decide to stick to me for a while just because of a new blade barrier that I can't turn off.
Outside my issues about the healing aspect for the EA mantle's redesign; I've now begun to look at it for divine nukers and it's something I don't like. It forces one to be in melee range (well circle range) to do extra damage to mobs and most caster/nukers really like to keep a distance. So we go from fire/light damage added onto spells from a distance to having be to up close to do extra damage (and we lose light damage). Feels bad to me. It's entirely counter to how I play cleric and FvS for damage.
You make a pretty compelling case. Initial thoughts from the team are that we're probably going to leave the original on-spellcast burst-of-damage as a multiselector so you can enjoy either playstyle if you want the original sauce or the new Blade Barrier.

So, to that end:
  • New Multiselector with Angelic Form: Wrathful Form: "Your offensive Fire spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These damage effects each have a unique cooldown of 5 seconds." (this is pretty much what was here before, but with slightly different heal scaling and no % chance)
  • Angelic Soul now has: "You apply Consecrated Cinders to enemies when your Wrathful Form damages them, and apply Consecrated Sparks to allies when your Wrathful Form heals them. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"
 

Ying

5000+ hours played
Shhhhhhhh!!! You're going to upset "that guy".

He'll be going on about how trivial content is when you have multiple PM's in the party!
He's too busy calling Dragon Lord a caster because it has elemental attacks and elemental imbue. ;)

And it's ok to have different opinions, re: EA mantle aura. It's also necessary to add something to the discussion that's not part of the echo chamber. Thus the unpopular opinion.
 

somenewnoob

Well-known member
You make a pretty compelling case. Initial thoughts from the team are that we're probably going to leave the original on-spellcast burst-of-damage as a multiselector so you can enjoy either playstyle if you want the original sauce or the new Blade Barrier.

So, to that end:
  • New Multiselector with Angelic Form: Wrathful Form: "Your offensive Fire spells deal 1d6+6 bonus Fire damage per caster level, and your offensive Light spells now deal 1d6+6 bonus Light damage per caster level. Your Positive Healing spells heal 1d6 extra Positive Healing per caster level. These damage effects each have a unique cooldown of 5 seconds." (this is pretty much what was here before, but with slightly different heal scaling and no % chance)
  • Angelic Soul now has: "You apply Consecrated Cinders to enemies when your Wrathful Form damages them, and apply Consecrated Sparks to allies when your Wrathful Form heals them. Consecrated Cinders: -5 Armor Class and Physical and Magical Resistance Rating. Consecrated Sparks: +5 Armor Class and Physical and Magical Resistance Rating"

What about the compelling cases that the majority of players made about leaving the heal aura?

This is not a healer tree. Healers would like one.
 
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