Healing spells

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Joran
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Post by Joran »

-Hobo- wrote:before you put in your standard is there anything i do like chase - yes there is a hell of a lot, but for thr love of god this server is so nerf happy its a joke.

why do ppl spend so much time talking about things that are overpowered like heals and wails and bigby's - oh and drow? u spend energy to complain about other ppl's toons for what? so some dev will agree and nerf spells now u wanna nerf cleric buffs cause clerics are buffing to like 45ab at lvl 17-8 woopy!

Instead of nerfing crap here is an idea - fix the weaker classes - gee, start with a fighter if the fighter is so crap and ppl are making 6 fighters/24 cleric etc then make some incentive to make a fighter on this server - like as has been suggested several tmes dev crit put non pvp only so it can never be used on players who then cant whine??

btw if you want to nerf something nerf the monk its way more powerfull than a cleric add a few lvls of fighter two wpn fighting and your chomping your way around with 8 attacks running like the wind etc and all the saves are verygood - see there is basically a reason to nerf every single class?? - fix paladins and fighters

Just my opinion but im sick of all the nerfs on here and yeah making everyones game fun dosent involve nerfing there lvl 35+ - i agree with whoever said that :-)
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Post by JesterOI »

Changing the purple magic dmg on Divine Favour to some sort of physical dmg would help balance that spell out a TON.
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Post by Go'f »

Holghask wrote:Relax everyone...I've got one of the more powerful cleric builds out there and you don't see me complaining. Adapt and use your cleric spells more wisely. Just because the DEVs tweak something doesn't mean it's completely useless. Use your brain. Granted the changes may result in the game being more challenging, but it's not the end of your toon. One spell does not an uber build make (or break for that matter).
this is the problem if you have a powerful build the nerfs have been aimed at you but usualy they have a more significant impact on a build that is average or weak... I agree with the comments by the wise individual earlier stop hacking things to bits and boost some of the weaker classes.

If you feel clerics are to good as fighters then why on earth nerf the thing you want them to do instead, man thats crazy logic

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Post by kingfatzo »

Red-Mane wrote: If you feel clerics are to good as fighters then why on earth nerf the thing you want them to do instead, man thats crazy logic
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Mr. O'Dearly
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Post by Mr. O'Dearly »

Red-Mane wrote: If you feel clerics are to good as fighters then why on earth nerf the thing you want them to do instead, man thats crazy logic
I believe the intent was to encourage clerics to take the healing domain, thus giving up some of their other abilities. The point is they dont want to completely limit your options in your cleric build so they make you choose. Do you want to be a healer or a fighter? Though even with taking healing domain you can still make a cleric into an awesome fighter.

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Post by MasterYoda »

Ok in previous topcs about nerfing I have been totally against nerfing from day one. I fully agree that people need to build better rather than compain to get things changed.

But clerics have made fighter types obsolete. I have seen clerics run through planes and destroy all in their path.

I do have a few suggestions.

If a cleric takes healing domain they make it so their heals are casted as though their maximised.

This would bring a reason for healing domain.

Clerics should still get their buffs but instead of magic damage why not change it to divine. Divine is stil harder to deal with but it would not make it as hard to deal with as opposed to magic un contested.

I also some other domains need a tweak so there more favorable.

Death: fix the shadow. It is not a familliar it is supposed to be the same as a bg or pm summon.

Fire/earth/water/air: make them summon like a impreved elemental summon of their domain at level 9. Mabey a really good comparison is like those or the plains.

Healing: my ideas are above.

I have other suggestions as above but I think I made my point. Clerics aren't supposed to be jack of all trades. There supposed to focous their holiness/unholiness into a certain area and dominate that area. Not take 2 domains and dominate everything.

I love clerics and I feel they are one of the most versatile class.

And heal can be mazimized if u take healing domain. It gives u heal level 5. :D
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Post by Sparky »

The Healing domain is already crazy powerful if no one has had experience with it. With a regular Cure Critical Wounds (with the healing domain), I can consistently break 300 hit points healed from a 4th level spell. I can break 200 with Cure Serious Wounds even, so the power is there if you want to be a superb healer, you'll just have to give up Haste or Improved Invisibility to do so. (Or some other domain for the non cookie cutter builds)

As for what makes Clerics melee monsters, there are 3 main offenders, Divine Power (which still gives an extra attack even if you have 4 base attacks per round), Battletide, and Divine Favor. Divine favor is very short term, but it can be quickened for emergency uses easily enough. So pure Clerics on average can boost their +hit at least by 12 from three spells alone, although they can go even higher with other longer term buffs as well.

The main point people pushing nerfs for Clerics are trying to make is that they do everything too well. They are the best Healers in the game, the best Melee in a pinch, and they even aren't to shabby when it comes Spellcasting/Utility. So please don't get overly defensive if people are throwing around ideas for bringing a Superclass in line with the others.
(We're workin on helpin' the less loved melee classes too btw, so just relax.)

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Post by MasterYoda »

Sparky has a good point.

Clerics shouldn't be melee monsters but u also have to look at what clerics suck at.

Discipline. U can kd a pure cleric for days.

Mabey u should make the durations for buffs like divine power and the ones listed only last a real short time that way a pure cleric gets a huge bonous with extend.

I think clerics need more incentive to stay cleric instead of multiclassing.

mabey *ducks for cover* treat the damage enhasncing spells like dark flame and greater magic weapon.

Then they would have to choose if they want the 2-8 fire damage
Or 5 magical and +5 ab
Or +2 to damage and ab but for the opponet to also take 2 from the aura of battle tide.

Yes this would piss off people but it would creats a balance.

They would still have divine power for ab but would have to choose from which type of damage to give their weapon. This would make clerics less tanky by not being allowed to give any weapon +7 ab and 2-8fire and 7 magical damage....

Yes I know all u cleric lovers out there are probbally like this blows but I think there is a much needed melee nerf needed for clerics.

If clerics do loose their melee base I do think there abilities should get an enhancement or or longer duration.
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Post by Elagneros »

MasterYoda wrote:Sparky has a good point.

Clerics shouldn't be melee monsters but u also have to look at what clerics suck at.

Discipline. U can kd a pure cleric for days.
True enough, I got a potion brewer that's ok in melee vs. mobs but I wouldn't bother using for pvp because of no discipline. However, how many cleric builds have just enough levels of a tank for dumping into Discipline as well as 4 attacks at level 20? The biggest culprit is skill point dumping, which is really really big cheese that also happens to be against the pnp rules (you're supposed to spend all your skill points each level, and max skill ranks are of the class you're currently leveling in, not your total character level). 'Course the skill point dumping happens with every type of build out there.
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MasterYoda
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Post by MasterYoda »

Elagneros wrote:
MasterYoda wrote:Sparky has a good point.

Clerics shouldn't be melee monsters but u also have to look at what clerics suck at.

Discipline. U can kd a pure cleric for days.
True enough, I got a potion brewer that's ok in melee vs. mobs but I wouldn't bother using for pvp because of no discipline. However, how many cleric builds have just enough levels of a tank for dumping into Discipline as well as 4 attacks at level 20? The biggest culprit is skill point dumping, which is really really big cheese that also happens to be against the pnp rules (you're supposed to spend all your skill points each level, and max skill ranks are of the class you're currently leveling in, not your total character level). 'Course the skill point dumping happens with every type of build out there.
True enough but with the implemention of pure class builds this might help persuade people from building those chese builds that get the maxxed disclipline....

or that one rouge for tumble. Pure class bonouses have to be pretty awesome for that to ever go away
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