I liked very much zealot/rp changes on healers patch. Nowadays they have much more engaging gameplay, much more interesting and proactive gameplay. So very good changes on the healing side overall.
Being said that i want to discuss Ritual Nexus and Runic Conduit that along with changed rituals and master runes actually becomes new zealot/rp active gameplay mechanic.
Nexus and rituals are very potent tool that when used properly could bring quite a value. So i get why there is need to get some negative triggers included to balance them a bit.
First we got - 5 ap regen to nullify ap procs from gear and tactics.
Second we got quite limited range on use. Only 50 fts in the fast paced meta means almost constant, on cd, recast to keep the nexus and rituals effects up on your allies. So the small range promote constant surveillance and relocation and much more active role from the healer.
So far good, there are not many skills/mechanics with multiply limitations but nexus got whole 3. And the third one i think it is not needed.
Third limit is the casting range of the nexus being only 80 ft instead matching the heal range of 100 ft. That make the whole mechanic quite rigid and sometimes quite a burden. This limitation doesn't bring anything positive beside annoyance.
My suggestion is to change nexus casting range from 80 ft to 100 ft. That way the zealot/rp gameplay with be more fluid while you will still need constant recasting and moving around to catch your group members because the 50 ft active range is enough limitation
(Suggestion) Ritual Nexus / Runic Conduit casting range change to 100ft
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(Suggestion) Ritual Nexus / Runic Conduit casting range change to 100ft
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K8P & Norn - guild Orz
K8P & Norn - guild Orz
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Re: (Suggestion) Ritual Nexus / Runic Conduit casting range change to 100ft
bumping the topic and altered it a bit
so after all negatives properties of Ritual Nexus and Runic Conduit my suggestion is
1. make casting range from 80ft to 100ft (most important change)
i explain at op
2. make the effect range from 50ft to 75ft (half the size of most heal spells).
nowadays fight meta is quite dynamic movement of the participators so 50 ft is quite unsustainable for everything beside keep/fort siege. 75 ft again require constant movement of ritual/nexus but that how you could cover better within 10 sec of master runes duration. Still this change is more optional, cast range is more in demand
3. Make ritual of superiority and master rune of adamant group only or at least move "all allies within 25ft" option from MRoA to master rune of stability for the toughness buff part. The heal from MRoA is just too good, proc all stuff rp provide, could heal for 1500+. If it is changed to MRoS the toughness buff is more in line with zealot shield version (well the shield will be better one). Basically if the first 2 points are made to live just remove "allies within 25ft" all together, solid group buffing is enough.
so after all negatives properties of Ritual Nexus and Runic Conduit my suggestion is
1. make casting range from 80ft to 100ft (most important change)
i explain at op
2. make the effect range from 50ft to 75ft (half the size of most heal spells).
nowadays fight meta is quite dynamic movement of the participators so 50 ft is quite unsustainable for everything beside keep/fort siege. 75 ft again require constant movement of ritual/nexus but that how you could cover better within 10 sec of master runes duration. Still this change is more optional, cast range is more in demand
3. Make ritual of superiority and master rune of adamant group only or at least move "all allies within 25ft" option from MRoA to master rune of stability for the toughness buff part. The heal from MRoA is just too good, proc all stuff rp provide, could heal for 1500+. If it is changed to MRoS the toughness buff is more in line with zealot shield version (well the shield will be better one). Basically if the first 2 points are made to live just remove "allies within 25ft" all together, solid group buffing is enough.
Mostly harmless
K8P & Norn - guild Orz
K8P & Norn - guild Orz
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