If a Cleric DPS build doesn’t have those heals and support skills that represents the expected Cleric gameplay, then IMO it’s really just a normal DPS build.
Sadly, that’s the reality of Physical Clerics at the moment. While Magic Clerics do fulfill that theme of being able to heal/support/provide utility thus they aren’t expected to do top DPS, one could say that the theme of Physical Clerics is to abandon all sorts of healing and support to be what a typical DPS is in return for more damage and compete for top DPS as a trade-off. If IMC can make it so such Clerics can at least be close and compete with the best DPS, that’ll be a good trade-off, but the current reality couldn’t be further from the that.
The most a Physical Cleric could do is Blind Faith uptime support by abandoning their own DPS (might as well full support) or tanking via Paladin (Magic Stat and Magic Clerics do that much better), or uh, dying 3 times to give your party 30% damage buff for a minute (like really, what was this supposed to do, IMC?). Magic Cleric classes, on the other hand, have various support/survivability in their skills on top of having a good self-heal. Physical Clerics lack and are unable to provide such support/survivability, and they might as well buy potions than to invest in self-heal, yet they lack DPS compared to their counterpart unless the opponent is of good matching. Its an uphill battle on all fronts for a Physical Cleric.
Either let Physical Clerics compete with the best DPS, or give them proper trade-offs and other advantages for abandoning all that a Cleric can do for Physical DPS as compared to going Magic Cleric. IMC just can’t seem to figure this out and think that both types of Clerics are of “equal, balanced” standing.
Physical Clerics aren’t on the minds of the kToS community, and only exist as a CM farming class with Inquisitor. Meanwhile, Swordsman/Wizard/Archer …
Them maybe some of the class from cleric and swordsman (Nak Muay) should be in a special root class like BRAWLERS. So that there will be cleric as cleric healing/magic class.
No… just no. I know there are people really into the brawler fantasy but we don’t have classes enough to support it, even if we throw Thaumaturge, Sadhu (?) and… Wrestler (if it was ever continued) in, we got 5 advancement options for a whole tree, 9 if they manage to ship 4 (5 including Wrestler) more brand new classes which is waaaay of a stretch. Even if they say ‘■■■■ it, let’s grab some classes from other trees’ (mostly Cleric) it will be even worse than Scout in the thematic side, they messed up with Scout but at least it had some logic to support it.
There’s also not enough room for it when Swordsman and Scout already fulfill the melee roles as the beefy and nimble variants (but knowing IMC, they could do it without caring about it).
The sad truth is that, knowing how IMC is settle with this current direction, class balance will never ever be near an acceptable state because many of their problems can’t be solved by directly tweeking classes themselves, they either need changes on one or more systems or complete reworks so they can stop being alien to their own game. We’ll likely see more reworks that give up on class uniqueness in sake of simplifying classes so they can match the DPS arms race, i’d even say the next step is to convert all physical classes in Cleric into magical as the final synergy fix, just as other pointed in the past.
But that’s not hybrid. A true hybrid is both magic and physical at the same time and not full magic or full physical.
Hybrid is kinda dead… I think the last straw was that they added the switching attribute to chaplain too.
Hybrid would be something like Zealot+Exorcist atm…and I’m not saying it would be totally unplayable so it’s not impossible…It’s just not rly worth it…
i don’t agree with creating a entire new tree for it as well.
Maybe the work needed to apply my idea could be even greater than creating a new tree, i don’t know but i believe that would be better in the long run since instead of simple adding a new tree and keep the same current balances problems would be better, at least for me ,we move on to more than 3 classes per character, maybe only when we have more choices we can really move on to balance or at least more reasonable balance and how we use the number of choices is the answer since the reason for that is that we would finally allow classes to become what they really are by dividing them in 3 aspect,because clear imc lasted “touch” in trying it failed miserable:
support-dps-tank.
and the reason that they failed is because at the end of the day most tree still need to have a basic aspect covered outside of his supp role that is do damage somehow so in today tos we have classes that does damage well and we have classes that does support with buff debuff or heal well but the thing we have a lot of classes that tries to do everything a little from each aspect in the end become crap in their attempt of doing and tree’s like swordsman-scout and archer can not have that and the funny thing is that once a class who can do both shows up it simple breaks the balance all together.
maybe allowing more but limiting the amount of skills would be better!!!
Maybe creating-modifying the entire system where we would have one main class, and the rest would be secondary classes that we would be limited in the amount of skill we can take up and the further we go the less skill we can choice from that class together with the amount of skill point.
for example:
first class> all skills:45 skill points
second class:30 skill points
third class:25 skill points.
fourth: 15 skill points…
of course i won’t go in details about which skills would be allowed as well in each stage plus the number above is mainly a example because this is exactly where the balance would come from, by removing-adding certain skills that we can choice from in certain stage since every class, even the most crap ones at the current tos still have one or two shiny moves that is good enough and with a system like the one i wrote here we would not be penalized by choosing those “shinny” moves if we work with them in the right “role”, so we could work around this by embracing this aspect of some classes that they are imperfect somehow as “whole” but could totally work if we take the good piece from them because trying to have a nice balance with more than 30-40 combinations is clear impossible and the current set’s and equips shows it imc is trying to funnel class choice by the equips we use-craft,where we would avoid this indirect approach for a more direct and long lasting one, instead of releasing a vaivora(that may or may not have a expiration date depending when the new equips is gonna come,because they will come, since this is a mmo).
we also would have a few new/extra layers of balance that would not involve simple in buffing damage-equips:
1: the one i mentioned before; which skill would be available at each stage you choice her;
2: the amount of skill point itself by each layer of class.
3: we would forgone the need of all classes need to do everything in certain tree’s!!
4:the synergy between classes itself would influence the skill that would be “available” at each stage you choice.
i feel that this “new” system would be more fit for the direction that tos is going, with the previous add of vaivora that completes changes the focus from a multi class to a “MAIN” role together with a secondary roles, plus now with the add of “special” sets where most classes only have few skills that work with that specific set effect would be better maybe for us to simple accept this trend and move forward with it in a way that makes it better overall at least by modifying the system like this we could use the progress itself be with itens and sets plus the “choice” as means to work a class balance. where we would dictate when a class is choice as “secondary” role, he would be balanced with this in mind, thus avoiding power classes that can do multiples roles really well and thus becoming Meta.
This could be exciting, but the most likely scenario is that the meta builds will only incorporate other classes that have one or two strong buffs/debuffs to further increase their damage and shift some points into harder hitting skills. Some builds will vanish completely and the meta will be even more solid.
Yes, that’s way more interesting that having 12+ dps classes in your tree, though it’s better to have control instead of tank (since tank is a more of a narrow concept). I’d even go further and say that we should get 6 major groups, by adding the combination of those three. The important detail here is that the combination doesn’t mean you do both things as half of a pure variant. but rather that you can do things that can only be achieved by combining them.
Examples DPS + Control - Cartar Stroke dealing X hits if the enemy hit collides with another unit (or terrain), low damage against few enemies, high damage against crowds. DPS + Support - “Coordinated Strike” - A skill that marks an enemy, increasing the next hit applied another player, then the mark changes to increase the next hit applied by you. You can amplify the damage of both you and an ally by coordinating the attack rhythm. Control + Support - “Brandish Net” - Waves the fishing net forward interrupting (running, casting, channeling and long animation skills) and taunting all enemies hit, removing and ignoring their counter and reactive effects in the process (such as reflect and seed bomb).
But then again, what’s the point of having control/tank as a major element in game when you’re allowed to swipe the whole map with a single skill in most of the content available…
What really gets me is that IMC said they wanted to make content with the classic setup but they never took their time to add more classes and tools to fulfill the tank role outside Peltasta, with the only non-swordsman taunt in Outlaw. QS would be way more of an interesting class if it were redesigned into a tank archer, not in the same level as Peltasta and their tank builds but an archer that has skills to hold aggro, survive through mobility and protect their party with shield based skills.
A better direction is to make skill points more meaningful, but that requires a revamp on the skill tree system as well, you can’t make both 15 cap and 5 cap skills scaling satisfying. It’s a matter of basic math, the more skill points you can invest, the least powerful each point has to be, which is what makes tier 3 skills (lvl 31, cap 5) so oppressing to the point you’re forced to get them. Huge value for a limited resource.
The minimum they can settle with is 5~6 skills per class, all capped at level 10, and set the class level cap at 25~30. With fewer points you are forced into spending them more cautiously, balancing skill uptime, effectiveness and power, being extended to the build level.
Surely it’s an interesting idea, but it’s way more complicated than anything we have or had, and makes resetting and post-balance changes even harder for players to handle. At this point is just better to rollback to the old system…
It all goes back to the same core problem, classes can’t be unique because the game doesn’t support anything other than dealing a lot of damage or healing, which results in a handful of classes/builds to dominate the game while others are laughed at. Also, people can love doing perfect/optimal rotations, but this kind of direction is what makes the game less interesting. Skills should be combat tools, not ammunition.
I wish for a new tree called Monk, and it will only contain the class Monk with linear class advancement on Monk, no other class needed … JK, that’s just my pipe dream, and knowing IMC, I don’t trust that IMC can pull that idea off anyway seeing the state of Cleric DPS (and coughScoutcough) compared to other class trees.
On a side note, Lama (and Sheperd) Waiting Room (heck, where’s Macumbeiro):
if IMC isnt the dumbest bunch of people alive, then I don’t know what is it.
from
70 CM resets (craftable to DS), 7 DS every week
to
40 CM resets (1 day, means not craftable to DS), 10 DS every week
then,
DS Multiply token is REMOVED
i dont even need to do the maffs to know, good luck to casual players to even trying to keep up. Oh, did i forgot to mention, enjoy your minimum 6 runs of ■■■■■■■ boring cm runs everyday to keep up with the new schedule.
Also, who the heck even auto queue for legend raids.
At least the people in the comment section seem to be unsatisfied with the patch. So I’m hoping for a backlash big enough for them to revert this change as they did with the anvils.