[RP/ZL] Healer Patch Balance Tweaks Proposals

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BluIzLucky
Posts: 787

[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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