agreed, the idea behind the rework is good and it's actually fun to use, just needs a bunch of tweakingMagusar wrote: ↑Sun Apr 20, 2025 1:58 pm Personally, I like the new changes to Zealot and Rune Priest rituals/runes. Vector is definitely good.
The only thing I would still increase the radius to 75 feet for everything except the new stability rune, because in the condition of increasing the radius it will look too strong. Or just rework the freedom component to something like "frees from roots and cleanses slow effects every 3-4 seconds" and also make the radius 75 feet. Than look how it will going.
Patch Notes 18/04/2025
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- baselinestun
- Posts: 5
Re: Patch Notes 18/04/2025
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- Scragmuncher
- Posts: 82
Re: Patch Notes 18/04/2025
So after playing a few WB's with these rituals, the RP ones seem to be basically useless. The extra AP one is fine I guess but that's about it. Seems to be a very nice buff for zealots though, on paper at least.
That being said, RP is still a super strong healer. In a 900kill Wb last night the top 3 healers were all RP. 3.5m healing to 1.2m prot on the top healer which is pretty solid.
That being said, RP is still a super strong healer. In a 900kill Wb last night the top 3 healers were all RP. 3.5m healing to 1.2m prot on the top healer which is pretty solid.
Knutkrusher - The man, the myth, the dead body on the floor.
Re: Patch Notes 18/04/2025
In terms of RP/ZEAL changes, those 2 classes still suffer from lack of proper OOG healing, not posessing anything that could possibly equal to martyrs/khain or EoV/FoTG.
Re: Patch Notes 18/04/2025
Maybe that's the general direction of the healer changes? AoE on Basic HoT got removed and EoV/FoTG is now damage spec's skill so AM's/Sham have no real OOG as well.
- leftayparxoun
- Posts: 296
Re: Patch Notes 18/04/2025
It didn't get removed completely out of the game. It now requires a tactic to get the +2 target functionallity back. A very small price to pay for how big the effect is, in my opinion.
As for Zealot/RP, their Leaping Alteration/Rune of Serenity got a major buff last patch, and now heals for a lot more.
e.g. at 11 points in the tree and with 170 Healing Bonus it used to heal 286 per tick while now it heals for 368 per tick. A 29% heal increase in this case.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide
"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
―The Antigone of SophoclesRe: Patch Notes 18/04/2025
I hear this all the time. "Very small cost". "Class X has access to Y, Z". But then you go into the builder and there is no way you are fitting these Y, Z's without crippling the class like hell. I'm not sure about the AM in this case, cause i stopped playing healing spec after the changes, so u might be right that picking this tactic might be justifiable in some cases. But still wouldn't call it very small price, there are so many incredibly good tactics that i'm pretty sure the price is heavy on picking that one.leftayparxoun wrote: ↑Mon Apr 21, 2025 9:30 am It didn't get removed completely out of the game. It now requires a tactic to get the +2 target functionallity back. A very small price to pay for how big the effect is, in my opinion.
- leftayparxoun
- Posts: 296
Re: Patch Notes 18/04/2025
PROsiak wrote: ↑Mon Apr 21, 2025 9:46 amI hear this all the time. "Very small cost". "Class X has access to Y, Z". But then you go into the builder and there is no way you are fitting these Y, Z's without crippling the class like hell. I'm not sure about the AM in this case, cause i stopped playing healing spec after the changes, so u might be right that picking this tactic might be justifiable in some cases. But still wouldn't call it very small price, there are so many incredibly good tactics that i'm pretty sure the price is heavy on picking that one.leftayparxoun wrote: ↑Mon Apr 21, 2025 9:30 am It didn't get removed completely out of the game. It now requires a tactic to get the +2 target functionallity back. A very small price to pay for how big the effect is, in my opinion.
Oh don't get me wrong. 1 tactic slot loss is huge for Shamy/AM. But this literally is the best tactic they have as a healer.
If a tactic has to go, that's not the one that should be left behind. Losing Discipline for example (160 Willpower) or the 10% heal crit tactic is much more preferable in terms of heal output loss in a warband setting.
Onlymelee, Onlyhealing and more Onlys - Entropy and Chaos - Destro WB Gearing Guide
"All men make mistakes, but a good man yields when he knows his course is wrong, and repairs the evil. The only crime is pride."
―The Antigone of SophoclesRe: Patch Notes 18/04/2025
is it so small? for 2 randoms hots? it's nice when you are outside of a group / warband and just wanna see green numbers. (BoM ftw)leftayparxoun wrote: ↑Mon Apr 21, 2025 9:30 am A very small price to pay for how big the effect is, in my opinion.
The question I'm unsure about is whether all these fancy reworks had any effect on the value a healer brings to his group.
AM / RP / Shaman / Zealot / WP / DoK
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Re: Patch Notes 18/04/2025
I'm fine playing RP after the changes. The condiut/nexus change is a very cool idea. The basic rune heals the same as before or even stronger. Proc the same as before. I haven't thoroughly tested the snear break rune. But if it breaks only once snare then you should add as Drukar wrote snare cleance every few seconds (maybe tics like cleanse rune?).
I only have one technical suggestion. Because of the short range of the rune/rit and its frequent casting from scratch to introduce some convenience. Now when throwing you have to accurately aim the rune at a place in your maximum range. Usually RP/Zeal tries to throw it at maximum range. If you take it beyond maximum range then you have a failed cast.
Is it technically possible for a rune/rit to be cast at its maximum range if you set the marker already outside your range?
I only have one technical suggestion. Because of the short range of the rune/rit and its frequent casting from scratch to introduce some convenience. Now when throwing you have to accurately aim the rune at a place in your maximum range. Usually RP/Zeal tries to throw it at maximum range. If you take it beyond maximum range then you have a failed cast.
Is it technically possible for a rune/rit to be cast at its maximum range if you set the marker already outside your range?
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Misio Shaman 80+ / Maxra Mara 60+ / Alubertus RP 70+ / Alubert KTB 80+ / Mnich WP 60+ / Kregi SL 60+ / Uposledzonyjez IB 40+
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- Posts: 62
Re: Patch Notes 18/04/2025
Myself i don't think the change was really needed, if the rituals where to op you could have just toned them down. People weren't crying out ritual changes but just an extra couple of tactics or a skill for some build diversity.
I really hoped during the healer's balance pass, the m4's would have been looked at but they just feel forgotten about and you had a perfect opportunity to make these bland m4's into something usable/wacky and fun. We should probably stop the masteries trees at the 13 point ability.
Now playing a Rp/Zea now just feels more tedious than fun.
I really hoped during the healer's balance pass, the m4's would have been looked at but they just feel forgotten about and you had a perfect opportunity to make these bland m4's into something usable/wacky and fun. We should probably stop the masteries trees at the 13 point ability.
Now playing a Rp/Zea now just feels more tedious than fun.
Last edited by Sapblatter on Mon Apr 21, 2025 10:40 am, edited 1 time in total.
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