I feel like I'm a broken record here so I'll say it again:Rhombutts wrote:Except it is the flaw,Azarael wrote: As previously stated, undefendable healing in Devotion and Vitality isn't the flaw.
I like that it doesn't heal off absorbs now, but not every class can have an absorb up at any time. The undefendable healing rewards bad players for choosing lousy targets like tanks, not only that but the only direct counter now is ranged, they can't get bullied around by tanks anymore. Yesterday as order, we had multiple scenarios where 3 doks were guarded in a melee train and were practically immortal. I don't mind the righteousness buffs, but going to prayer of devotion instantly makes you win. It would be better in my opinion to have the AoE detaunt in prayer of righteousness since the buffs give you more burst and a charge, and chances are you're going to be focused. Yesterday a WP could switch from Righteousness to Devotion and spam Sigmar's Radiance and never die.
I don't see what the point to a 5 minute CD on switching prayers is going to fix, if you're trying to stop people switching from Righteousness to Devotion so they're killable, then they're just going to stay in devotion. Devotion offers so much more survivability and healing. The point of having such drastic changes in each prayer was to be able to switch your role on the fly, if you enforce such a long CD, people will just stay in one prayer, it defeats the purpose of being a hybrid. People can port to Altdorf and respec before the timer is up.
And in regard to what sweet said about tanking the whole scenario, I've also guarded another WP in a SC while he was in devotion and all he did was spam Sigmar's Radiance and Divine Assault to keep us both up. We went to their WC in serpent's passage and slowly backed up to our own completely fine.
The only reason that they're undefendable is because of Guard. Because the prevalence of undefendable attacks is low, Guard on this server is configured to bypass its defense check if the original damage is undefendable. What will happen if the undefendable component is removed:
1) You attack a tank. Enjoy your block and parry - reliability status: destroyed
2) You attack a target with Guard. The guarding tank will dissipate his portion of the damage from Guard 60% of the time, halving your heal, and there's not a damn thing you can do about that - reliability status: destroyed
3) You somehow hit a target that doesn't have Guard. Party!
Devotion has two issues, the first being that people are getting damage out of it. The aim was always to isolate Righteousness from Devotion and Absolution, which were meant to be healing and nothing else. That people are using them for damage (and the system is letting them do so) is flaw number one.
Flaw number two is the skill design, and it's what's being discussed at the moment. We have S'R and DA. What we need is S'R, DA and Divine Strike, with S'R's AP cost being increased. That way there is a 3 way choice: blow lots of AP to group heal with S'R, heal one person or self with DS, or use DA for a more vulnerable but powerful effect. The important thing to remember is that for this to work, a melee healer must be able to survive, but that survivability must come at a cost, and that cost is that if you screw it up, your team dies through lack of heals. Because one of the skills is missing and we don't have client control yet to change the AP cost of S'R and TE, I'm left with the problem of S'R spam.
Hold firmly in mind that my main agenda here is making the class a HEALER that obeys its concept. I would happily blast all of the damage out of Devotion and Vitality, and mandate that people run Righteousness and Celerity in order to be a hybrid, removing the stat transferring from those two stances, if the resulting Devotion/Vitality/Absolution/Tenacity set resulted in a more engaging healer that played according to concept.