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[RP/ZL] Healer Patch Balance Tweaks Proposals

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BluIzLucky
Posts: 803

[RP/ZL] Healer Patch Balance Tweaks Proposals

Post#1 » Fri Apr 25, 2025 11:51 am

I'm pretty happy with the healer patch over all, good job, Single target DPS has been buffed on both ZL/RP to decent levels, and the small buff to ZL AoE was needed, new master runes/rituals are more engaging, though I'd support increasing from 50f to 75f.

But I'd still like to see the following changes for below abilities..

Grimnir's Fury
I appreciate that the mass res version was completely unusable, but this is almost as bad.

This is a melee range ability with a 1 sec cast time and then the other half the effect comes in 3 secs later at the same location.. lol.
Is this meant as a 13p PvE ability?
I don't understand, I just looked at all 13p abilities on all classes for a refresher and while some of them are mid, most of them are pretty good or s-tier, but Grimnir's Fury is the worst of ALL by a fair margin!

Why?
AoE RP does want to get into the middle of the the enemy (when doing so is relatively safe, i.e. your side dominating), it does NOT want to stand still AND it does NOT want to spend interruptible cast time on a very mediocre spell, that will do the same damage as RoM since nobody will be in the same spot after 3 secs.

Losing AoE from ORoW and the +6s increased duration on RoC, means the long cooldown on GF leaves very little to do outside spamming RoM (assuming you are even in range for that).

I propose the following:

Version A (least changes):
cooldown 10s -> 5s
cast time 1s -> instant
2nd hit time 3s -> 1s
This would encourage the close combat style

Version B (Short Ranged Cone):
cooldown 10s -> No change
cast time 1s -> 1s cast-on-move
self-ground -> 65f frontal cone
2nd hit time 3s -> another 65f frontal cone after 3s from caster's current position
This would encourage the midrange combat style

Version C (Long range ground-target):
cooldown 10s -> 15s
cast time 1s -> No change
self-ground -> 80f range ground target
2nd hit time 3s -> 1s, 2s, 3s
This would encourage the longrange combat style



Rune of Wrath and Ruin + Zealot version (Waves of Chaos)
No crit -> crits
For whatever reason, the baseline (no tactic) healing DOES crit, but when having to spend a tactic slot for damage, it does not Magic Crit. Allowing this would also greatly increase value of Rune of Nullification and RP as a valid DPS inclusion, which would then make it a choice for that or Efficient Runecarving


Earth Shielding
v1: instead of "debuff" -> "steal" and reduces cooldown of RoS by 10s.
Maybe it's just me, but this is also a very weak tactic, long cd on weakest shield. This would improve the single target aspect

v2: now reads "whenever your abilities absorbs damage they have a 50% chance to randomly debuff a stat of the attacker"
this would turn it into more AoE with synergy with Ancestor's Echo and WRoS, this wording would make it generic so on the tactic stat stack, but could just add AE/WRoS to the original wording for ability Stat stack.
This could also be a great addition the the 3 tree build (Three Tree Runepriest).


Ritual of Supremacy vs Master Rune of Adamant
These mass AoE abilities are very unbalanced, MRoA with its direct heal is probably twice as good, as it gets to proc crits, AE, AB, BoG and any other tactics/abilities you might have on up to 24 targets.
I can see why RoS may not have direct heal to prevent Manipulation nukes (though that'd be fun for me.. :)), but if you don't want to change Manipulation, MRoA needs to be changed into either absorb, an indirect heal (6s HoT -> ticks 0,3,6) or another ZL ritual be giving a VERY significant advantage over the RP version.
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70

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thompson2
Posts: 1

Re: [RP/ZL] Healer Patch Balance Tweaks Proposals

Post#2 » Fri Mar 20, 2026 8:15 am

Overall I like the healer patch, it feels smoother and more engaging. But Grimmir's Fury still feels awkward and weak in real fights. I'd love to see it reworked to fit actual combat flow better.

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Nameless
Posts: 1531

Re: [RP/ZL] Healer Patch Balance Tweaks Proposals

Post#3 » Fri Mar 20, 2026 8:54 am

Healer patch was pretty good imo.
Esp zealots and rps was changed at very good direction. Now they kinda got 3 mechanics to play with. Their rituals, their marks and stats switch. So plenty to do, monitor and be engaged.
Good changes overall but there are some minor tweaks rhat should be done to be more pleasant to play
My major problem is the nexus cast range. The orvrv is so fast moving that these 80 fts limit too much ritual recast esp for smallscale fight. 50 fts active range is enough limitit factor to make it move the nexus all the time so i think the cast range should become 100 fts

Second not so big but annoying problem is constant mark recasting. Esp when your group mix orvr with scen pop it is ridiculous often marks recasting

Third issue is only for zealots but i purely hate when my zealot got bugged annimation when mount up. That left side hunch is driving me crazy. I dont se anything similar with rest of the classes. Is it so hard to be fixed?
Mostly harmless

K8P & Norn - guild Orz

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georgehabadasher
Posts: 354

Re: [RP/ZL] Healer Patch Balance Tweaks Proposals

Post#4 » Sat Mar 21, 2026 2:34 am

They should just revert the range changes. With the buffs other healers got in the patch, in addition to the AP cost to rituals/master runes, the range and area nerfs feel very unnecessary. It forces RP/Zeal to expend extra GCDs re-casting or AP potting, in addition to forcing them into compromising positions because they can't use their full kit from range like other cloth healers.

Kaskarin
Posts: 5

Re: [RP/ZL] Healer Patch Balance Tweaks Proposals

Post#5 » Sat Mar 21, 2026 4:50 am

I agree with your points on grimnir's fury. It is not totally unusable but it is just a really nothing burger of a 13 point.

I would kind of like to see it mirror the zealot version in at least interacting with our toggle. Have it do healing when not in glowy hands, and dps in glowy hands and it would be an interesting choice at least for some healing in stationary fights.

The other weird thing is that it does not interact with lasting battle. It feels like that tactic should give it another tick at least. That would do a lot for it alone.

I would like to also see rune of battle dropped from a 2s to a 1s. There isn't really a reason for it to be 2s with the long cooldown now. That would simply be a good quality of life, smoothness or rotation change.

Earth's Shielding could just go away or do something else. The stat debuffs don't really stack and we get plenty of debuff options from set procs. I would rather it be something to make the absorb aoe on the group, or maybe a new tactic to help out valaya a bit more. The zealot verson that makes the silence AoE would be good too. No one really uses that one either but it has some niche uses.

Valaya is a weird tree since the keystone tactic efficient rune craving does not actually work with any of the dots for converting damage to healing. So you end up spamming direct ST abilities from grungni, or aoe from grimnir. I feel like that tactic should be in another tree and maybe the absorb or heal debuff moved into valaya to make more sense in it being the hot / dot / debuff tree. Heck Rune of fulmination is weird since we can't really make good use of the weird 5s debuff. It should also interact with blazing runes being a fire rune but doesn't, I feel like the zealot version is just a bit better. Both version have why too long of a cast time for what they are. 2.5s is just clunky for what they do.

I do agree not having the healing master rune on zealot is a huge loss. Adamant is huge for getting away from being group heal dependent, and I think zealot should get it mirrored but it would be painful to lose lunacy since it is useful on destro for the extra crit and the damage is not bad, it might be that lunacy gets swapped with superiority which is kind of what zealot has for adamant currently.

RP / ZL are weird in my mind since we have so few tactics and spec'd abilities that do healing and heal stuff, they are all dps focused and very few interact with our main mechanic toggle.

Overall though I feel both are in a good place right now. Runie is a bit better at healing and zealot is a bit better at dps. A few small tweaks to some funky abilities, tactics, and replacing some of those hot garbage morale 4's and we would be golden. The middle tree morale 4's on both are worse than the base, heck they are worse than the default m3.

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Nameless
Posts: 1531

Re: [RP/ZL] Healer Patch Balance Tweaks Proposals

Post#6 » Sat Mar 21, 2026 9:29 am

BluIzLucky wrote: Fri Apr 25, 2025 11:51 am Ritual of Supremacy vs Master Rune of Adamant
These mass AoE abilities are very unbalanced, MRoA with its direct heal is probably twice as good, as it gets to proc crits, AE, AB, BoG and any other tactics/abilities you might have on up to 24 targets.
I can see why RoS may not have direct heal to prevent Manipulation nukes (though that'd be fun for me.. :)), but if you don't want to change Manipulation, MRoA needs to be changed into either absorb, an indirect heal (6s HoT -> ticks 0,3,6) or another ZL ritual be giving a VERY significant advantage over the RP version.
This is abit debatable. Zealots rituals are better made imo and are better suited for different situations.

Ap ritaul is shared so nothing specific to say on zealot i use it as filler or just quick ap pot

Shield ritual is very good for protecting allies. The way the shields works and the crit meta that we are in make it pretty good and u can proactive use it. Pretty solid heal focused tool and do more than insta heal in general. Only real advantage on master rune of adament is that it proc everything on allies and most important it proc 6p triumph proc on demand for you. That is indeed very strong. If devs want some rebalancing just make the toughness buff from MRoS proc on all alies and keep MRoA for group only.

And lastly Ritual of lunacy that add more dps pressure vs just more protection from MRoS. MRoS is made to mirror shamans DSU capabilities for orders but the master rune is just lacking

Zealot's rituals are just better made you have utility, you have protection and you have dps pressure. You can choose and circle depends of situation. On RP u got some utility and protection and the heal from MRoS do worse than shield ritaul beside the on demand procs.

On rp u dont have any reason to go for triple master runes while on zealot triple rituals is quite strong setup (WoI helps for that too)

and again my only concern is to change ritual cast range from 80 fts to 100 fts. That will make the gameplay more fluid and will still keep the need to recast often to keep your group within the 50ft range
Mostly harmless

K8P & Norn - guild Orz

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