DOK / WP experimental mode (just outdated but still relevant)
Posted: Thu Dec 15, 2016 5:09 pm
Dear Devs,
dear community,
Thread is just outdated due to the end of the experimental mode but because i already finished it i hope i'm allowed to still post it due to it being still relevant.
It’s common knowledge that melee healing DoK* is not balanced atm, or being more precisely that transfer essence* is not balanced.
- *always including also WP/his equivalent ability
I know that there are future plans to increase the AP costs to change it from an “anytimer” to an emergency ability
and to reintroduce style with ae heal around def target.
I don’t think that these plans will have the intended effect and due to us having an experimental mode running on the class at the moment I would suggest to use that to test something now.
Why the plan is not good:
With adjusting group setup for it (AP aura + field) you will still be able to spam an overpowered ability.
When in need of an emergency ability you are normally (nearly) out of Ap.
After using the emergency ability you don’t have ap for khaines invigoration*
You already have divine assault* as emergency ability which is working perfectly for 1-2 targets, which is the normal amount of people who get focused in small scales.
DoKs* part in a group is to provide a basic amount of group heal, other healers have way to slow group heals and use single heals.
Current characteristics of the ability don’t reward playing “logical” due to being affected by challenge, detaunt and absorb, but not by armor and toughness, your best target is the back of a Tank, not a caster or healer.
The stuff influencing or not influencing the ability is very complicated and not following any logic.
It should still be playable to switch to vitality as a torture/sacri* DoK* on the beginning of a SC. Due to people doing this to support a random team (no other healer in sc/team). ,
!He/she should definitely perform a way better as healer when skilled on sacrifice/rites but it should work)
Suggestion for Transfer Essence* with tactic Empowered Transfer*:
Base amount of healing, triggered when a hit lands ~450(not triggered with parry& block, but when damage is absorbed)
25% strikethrough due to overall low Str values and you are hitting to heal not to kill
~300% of dmg dealt in addition to base amount
Amount of heal is ignoring guard
Soul essence is granted even with a miss(not checked yet)
Healing is directly proportional to “real” damage (aside from guard & base value)
The changes would lead to
Not any more benefited to hit tanks, but to hit weak targets. Necessary due to reward good target choice and “skill”; reward teamwork (debuffs). Enemy can influence your healing by man marking you with a tank & buffs.
Much more situations were interspersing a cast is beneficial
Teamplay with the second healer of the group is beneficial again due to more moving and more casts running(hots)
The casting part is needed again even when in melee range
It makes sense to adjust tactics for a more meele or more casting version to react on own and/or enemy setup (due to melee not op any more)
Making the Class much more challenging again
Giving more possibilities to adjust char via skilltree, tactics & playstyle to personal preferences and group setup instead of offering only one best (mandatory) way
This should be implemented and tested because I think it is the solution to make the melee healing interesting and challenging and stoppable again. Due to have a kind of broken modus at the moment it would also improve the average game experience for everyone.
I know you have a lot of work with the whole project but I hope you find the time to implement this for testing, due to the healing amounts (base and %) have to be tested and probably adjusted.
For future(full access to abilities)
Guess the first decision should be if it should be mirrored or if the sides should have specific benefits, for example one better buffer one better debuffer and/or one better healer other better dd .
The AE Healstyle would massively change the play style in more than 6ppl, because at the moment you only have rend soul* for people out of the group which makes it necessary to use casts and skill the ae heal for out of grp healing. The style could work well(if balanced value) but the question is, is that wanted.
Greetings Starilas
dear community,
Thread is just outdated due to the end of the experimental mode but because i already finished it i hope i'm allowed to still post it due to it being still relevant.
It’s common knowledge that melee healing DoK* is not balanced atm, or being more precisely that transfer essence* is not balanced.
- *always including also WP/his equivalent ability
I know that there are future plans to increase the AP costs to change it from an “anytimer” to an emergency ability
and to reintroduce style with ae heal around def target.
I don’t think that these plans will have the intended effect and due to us having an experimental mode running on the class at the moment I would suggest to use that to test something now.
Why the plan is not good:
With adjusting group setup for it (AP aura + field) you will still be able to spam an overpowered ability.
When in need of an emergency ability you are normally (nearly) out of Ap.
After using the emergency ability you don’t have ap for khaines invigoration*
You already have divine assault* as emergency ability which is working perfectly for 1-2 targets, which is the normal amount of people who get focused in small scales.
DoKs* part in a group is to provide a basic amount of group heal, other healers have way to slow group heals and use single heals.
Current characteristics of the ability don’t reward playing “logical” due to being affected by challenge, detaunt and absorb, but not by armor and toughness, your best target is the back of a Tank, not a caster or healer.
The stuff influencing or not influencing the ability is very complicated and not following any logic.
It should still be playable to switch to vitality as a torture/sacri* DoK* on the beginning of a SC. Due to people doing this to support a random team (no other healer in sc/team). ,
!He/she should definitely perform a way better as healer when skilled on sacrifice/rites but it should work)
Suggestion for Transfer Essence* with tactic Empowered Transfer*:
Base amount of healing, triggered when a hit lands ~450(not triggered with parry& block, but when damage is absorbed)
25% strikethrough due to overall low Str values and you are hitting to heal not to kill
~300% of dmg dealt in addition to base amount
Amount of heal is ignoring guard
Soul essence is granted even with a miss(not checked yet)
Healing is directly proportional to “real” damage (aside from guard & base value)
The changes would lead to
Not any more benefited to hit tanks, but to hit weak targets. Necessary due to reward good target choice and “skill”; reward teamwork (debuffs). Enemy can influence your healing by man marking you with a tank & buffs.
Much more situations were interspersing a cast is beneficial
Teamplay with the second healer of the group is beneficial again due to more moving and more casts running(hots)
The casting part is needed again even when in melee range
It makes sense to adjust tactics for a more meele or more casting version to react on own and/or enemy setup (due to melee not op any more)
Making the Class much more challenging again
Giving more possibilities to adjust char via skilltree, tactics & playstyle to personal preferences and group setup instead of offering only one best (mandatory) way
This should be implemented and tested because I think it is the solution to make the melee healing interesting and challenging and stoppable again. Due to have a kind of broken modus at the moment it would also improve the average game experience for everyone.
I know you have a lot of work with the whole project but I hope you find the time to implement this for testing, due to the healing amounts (base and %) have to be tested and probably adjusted.
For future(full access to abilities)
Guess the first decision should be if it should be mirrored or if the sides should have specific benefits, for example one better buffer one better debuffer and/or one better healer other better dd .
The AE Healstyle would massively change the play style in more than 6ppl, because at the moment you only have rend soul* for people out of the group which makes it necessary to use casts and skill the ae heal for out of grp healing. The style could work well(if balanced value) but the question is, is that wanted.
Greetings Starilas