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Patch Notes 19/03/2025

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Sinisterror
Posts: 1080

Re: Patch Notes 19/03/2025

Post#121 » Wed Mar 26, 2025 4:11 am

Mvl130 wrote: Tue Mar 25, 2025 9:46 pm
stealthc98 wrote: Tue Mar 25, 2025 7:36 pm The divine strike change makes sense in terms of survivability. You can now aoe detaunt and spam skills on 1 target while having the dmg of the rest focusing you reduced. Benediction and its dok counterpart need to be rethought. As they are now the heal is negligible and the task of buffing casted heals is better accomplished by the first skill in the healing trees that give a bonus heal on top of a base heal. Perhaps they could rework those skills to make our melee heals undefendable for X seconds. I know dok has a tactic for this for consume and transfer already, but having an attack defended is one of the bigger issues for melee heals next to survivability. Basically if our attacks get defended we have to rely on the base heal which is effected by heal debuffs, and since since the base heal now accounts for about 80% our our healing now it really puts a hamper on keeping people alive. Just a thought.
It's true that the AoE detaunt is very handy, as the spec was too easy to burst down, but it does not 'balance out' the former version of 'Divine Strike'. The way this ability worked (hit multiple enemies), means that you would have removed the detaunt effect on several enemies, so it's not like you could have used both at the same time at full efficiency

Also, I find 'Sigmar's Will' to be redundant with 'Sigmar's Radiance'. You already have a melee spammable party heal, and I do not feel that you lack of party healing when you're in melee. 'Sigmar's Radiance' heals sufficiently by itself. So you need an AoE ability to heal people outside your party, and you no longer have one, and you do not need an additonal ability to sustain party members, but you have one more

I do agree regarding what you stated with Benediction, I do not even pick this ability currently
Replace benediction with the Old ability that gave ranged absorb every sec for your whole grp it was great ability and 13pts worth. I found sigmars will to be middle finger to dps wp/dok : D I mean now shield and TOME but not 2h/dualwield can use Sigmars radiance/Transfer essence... And ofc Sigmars Will for shield only just annoyed me.

Divine Impact would be pretty neat with 30ft range, espesially as spirit dmg but change cooldown to 5s instead of 10s.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz

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Mvl130
Posts: 38

Re: Patch Notes 19/03/2025

Post#122 » Wed Mar 26, 2025 1:19 pm

I'm really not fan of the former ability that gave ranged absorbs, it was quickly draining your Righteous Fury, and since you were not in melee when using it, you were unable to re-fill on Righteous Fury. Since it did not provide any speed bonus, you were unable to catch back kiting groups anyway. This ability felt rather pointless to me because of these elements, and I hardly ever used it.

Being able now to use 'Unstoppable Wrath' is a far better option, you have constant absorbs with Absolution prayer, and Shield of Faith gives you solid constant protection from distant enemies. Most of the elements this channeled ability used to provide are now available in more reliable, efficient ways

dostivech
Posts: 4

Re: Patch Notes 19/03/2025

Post#123 » Wed Mar 26, 2025 3:33 pm

I'm super confused about the new rules and how they are for Fury of the Green
  • The Base heal from these abilities can critically hit and uses Melee/Magic Crit for its crit chance and Critical Damage modifier to the critical heals.

    The Base heal from these abilities has the same 10% additional crit chance as other healing abilities.
So the first rule suggests to me that the base heal in fury of the green, uses magic crit for its crit chance. But the second rule seems to suggest it works off of healing crit?
Or is the healing crit base 10% and any additional crit chance is from the damage crit?

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Zumos
Developer
Posts: 21

Re: Patch Notes 19/03/2025

Post#124 » Wed Mar 26, 2025 3:50 pm

dostivech wrote: Wed Mar 26, 2025 3:33 pm I'm super confused about the new rules and how they are for Fury of the Green
  • The Base heal from these abilities can critically hit and uses Melee/Magic Crit for its crit chance and Critical Damage modifier to the critical heals.

    The Base heal from these abilities has the same 10% additional crit chance as other healing abilities.
So the first rule suggests to me that the base heal in fury of the green, uses magic crit for its crit chance. But the second rule seems to suggest it works off of healing crit?
Or is the healing crit base 10% and any additional crit chance is from the damage crit?
The base heal of Fury of Da Green uses Magic Crit to calculate its crit chance. On top of your Magic crit, you get an additional 10% chance to critically heal. This extra 10% crit chance is universal for all healing abilities.
Balance | Abilities | Design

Farrul
Posts: 588

Re: Patch Notes 19/03/2025

Post#125 » Thu Mar 27, 2025 1:42 am

I've been playing Wrath WP intensively for the last month and here is the final verdict, long feedback inc. ( note : not 100% bis but WarLord gear and years of experience with bis mdps classes playing at the highest level). As of this moment im done with the class and won't be returning to it in this current state which i do not consider comparatively in a good spot.

So let's begin, despite big changes the WP Wrath was in practice made noticeably worse with this overhaul, however it could be turned into an improvement with some adjustments if the developers are willing and open minded to feedback. This will be negative feedback but honest and with the intention of being constructive to the dev team.

To start with, the damage took a hit. The loss of the 20% dmg on abilities and auto attacks from the old guilty soul is tangible. Sigmars wrath + Divine haste and old sigmars hammer . The increased penetration is an improvement felt vs heavy armor but overall the damage is lower and it is tangible. The new hammer of sigmars costs way too much resources. Divine Impact is as been said multiple times already, useless and something the WP does not need, and will never be specced into. It is possible the worst 9 point skill this game has ever seen? On a spec which is underperforming.

Then we have the AoE, previously the WP had a full singletarget dps spec with AoE viability through Sigmars wrath every 20. It did decent damage with old guilty souls+ sigmars wrath for the 20 second window and had full smite range. The AoE now requires a tactic slot and it lost the raw damage of the old WP. The old build was smooth and better for those deciding moments, the new aoe tactic is bland and lacks the punch. This i feel was not carefully thought out ( more later).

Utility and viability of the WP wrath. My biggest gripe with the overhaul is that it did not take the opportunity to address this issue which was talked about a lot in this forum previously. Veterans shared their thoughts but it went ignored? As been discussed already and beaten to death. No gap- closer which makes the WP wrath unique in this game. The only melee spec without one, everyone else, including the DoK mirror class has got a gap closer. Lacking this basic tool as melee when there are so many powerful ranged kiting classes can't be considered viable. To make it worse it doesn't even get a knockdown to stop anything, so neither basic gap closer nor CC. As been mentioned in previous posts, it does not even get to use ''Fee'' + AP pots to close the gap because the class is double punished when using ''Flee'' which drains all righteous fury.

Ok, there has been a lot of suggestion for some of these issues in this thread already, ill add a list and recap some of it.

1)Divine Impact: Remake it from scratch. Take the opportunity to rethink this one, add something that the spec is lacking( i.e gap- closer, knockdown etc) which is worthy of a 9 point skill placement in the tree.

2)Hammer of sigmar, lower the resource cost by a 1/4. 60-65 should be the sweetspot for this ability. Way too expensive for the damage it gives.

3)Vanquish, it is the highest lvl ability in the skill tree but worse than the White lion/ marauder ability at 9 point placement in their respective skill trees? Add the ''Undefendable trait'' like the wl/mara skill at least. A 13 point ability must feel powerful and not be a lesser version of another class lower level skill.

4)Smite. If you want to make the WP aoe viable in a warband, then the base damage must be increased ( i guess this was the intention of the dev team, warband viability, otherwise why change this in the first place?). Add a 20-25% damage increase to the tactic( like the old guilty soul) or increase the base damage of smite and in return lower the range 30 to match the average mdps aoe skill.

5)Judgement, if nothing else is considered through another ability( Divine impact or new ability, ''Comet'' which was suggested a few pages back etc) then give back the gap- closer here like it used to be, the natural choice. A 20% effect is all that is required to match the DoK mirror and the old Judgement. A speed increase instead of a snare could also be considered at the same value (20%). Does not need to be a 100% proc like the old effect, just a chance to proc as long as it is something, which is much better than nothing at all.

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live4treasure
Posts: 313

Re: Patch Notes 19/03/2025

Post#126 » Thu Mar 27, 2025 7:08 am

BluIzLucky wrote: Tue Mar 25, 2025 4:55 pm
live4treasure wrote: Tue Mar 25, 2025 2:50 pm
Try playing with it via Fury of Asuryan as the spender.
Doesn't change much unless you plan to constantly cycle FoA followed by 5 instant tranq spells. Maybe doable for 1v1, but even then..
Changes a lot for me.
Giladar - rr 82 DPS AM

Mvl130
Posts: 38

Re: Patch Notes 19/03/2025

Post#127 » Thu Mar 27, 2025 11:16 am

I have the impression that the changes to Grace Warrior-Priest incentivize a hybrid Grace/Salvation playstyle, with the use of range casted heals to support your melee healing abilities.

However, the casted heals from Salvation path are not handy to use while in melee, as in melee you have access to better healing abilities anyway, and your casts get interrupted when being hit.
It is better as such to use Salvation abilities when there is some distance between you and the enemy, the problem being that you do not have any efficient way to generate Righteous Fury if not glued at melee range. (Judgement only provides 15RF on use, and you're not healing anyone while spamming it ; Smite is not useful if not facing a large group of enemies).
Your Salvation heals, although useful, are not potent enough to sustain allies on their own, and quickly drain your Righteous Fury.

It seems to me that now that Divine Strike has been nerfed and has become a boring version of what it used to be, the ability could obtain some actual utility for this new hybrid Salvation-Grace playstyle by having its range set to 30ft.
Divine Strike no longer costs RF but instead builds it, and on being used it heals one ally. This would be a decent way for you to obtain some mid-range efficiency, as you could alternate between Divine Strike and Salvation abilities to decently sustain allies.
In a similar way, if Benediction had a 30ft range, it would make this ability more useful by using it from range and follow it by a Touch of the Divine

These range increase would give you a decent mid-range efficiency, by supporting this hybrid Grace-Salvation build, and would give you some leverage against blobs of enemies where you're not tanky enough to actually go in

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Scottx125
Posts: 972

Re: Patch Notes 19/03/2025

Post#128 » Thu Mar 27, 2025 12:16 pm

I've played Wrath and It's okay. However.. A gap closer feels needed. Or even some form of CC outside of a slow. All it takes is a KD and you're not catching any ranged or melee class without fleeing.

Divine Impact is okay, despite what people are saying I use it more as a burst due to it being spirit damage it ignores a lot of mitigation. But it reduces block chance which while a nice debuff isn't exactly needed. And it's almost at the point that the WP has so many debuffs and utility you spend most of your time cycling through those abilities and less time actually using bludgeon and focusing on damage.

The class is built around RF management. I think Divine Impact could work as a burst opener like leap or a charge. Where instead of a cast it's a channel and for 2-4s you move 25% faster, cannot be interrupted and deal a large amount of spirit damage when within 5ft of your target.

I agree Hammer of Sigmar is a bit expensive and needs to be about 60RF.
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Scottx125
Posts: 972

Re: Patch Notes 19/03/2025

Post#129 » Thu Mar 27, 2025 12:20 pm

Alubert wrote: Mon Mar 24, 2025 12:55 pm
Spoiler:
vitaka wrote: Mon Mar 24, 2025 10:29 am
Natherul wrote: Mon Mar 24, 2025 6:23 am Hello everyone, we have just found out that the keep claim bonus to rolls is not working.

We are working on it.
Sacrificial Renewal for Archmages does not appear to trigger on HoTs, which feels like an oversight as its tooltip otherwise would have referred to "direct heals".

It's a high risk / reward tactic, but as the new mechanic incentivises users to weave direct and over-time abilities, it won't be easy to keep enough uptime to make it worthwhile if it does not proc on HoTs.
Works as expected. No tactics run on hots crits. On any healing class it is the same.
This is certainly an intentional action.

If you want 100% uptime then you need to invest in crits.
If you think that the tactic works too rarely you can replace it with another one.

Additionally, just that it only fires on direct heals is an advantage for the healer. If you are attacked you can heal through hots without the risk of firing a negative component 10% more dmg at you.


I'd probably say it's a text issue then. Because you have other abilities that specific "when you direct heal critically", this is worded as "when you critically heal".
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Hazmy
Former Staff
Posts: 341

Re: Patch Notes 19/03/2025

Post#130 » Sat Mar 29, 2025 12:00 am

As Warband Wrath Warrior Priest, Soulfire feels completely useless or at least 99% of time you will not be in a position to make it worth using over just spamming smite.

I also don't like that certain Tactics are still boring mandatory picks like Divine Fury or even Fanaticism for me and I'd rather have them be merged with another 100% Tactic for more player agency.

Soulfire instead as an activated limited-time Aura Damage would also feel much better to use.
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