I’m fairly new and just began looking at the various post-Cleric classes. What puzzles me is there are no other classes who offer better main heals beyond Cleric and Priest.
Since a lot of players feel there are many classes that could use improvements, why not give some of the advanced Cleric classes improved healing skills?
To be honest, I think that adding more healing capabilities will be a bit over-kill, since high level Cleric healing with high Int can easily fully heal a couple of people with one cast.
I’d really like more healing options as well, but the thing is that Cleric’s Heal 10 is enough most of the time. You don’t even really need Mass Heal… So adding more good healing skills would be too much.
Which is an issue with the Cleric class: your base class already gives you your best healing skill so your whole build doesn’t even really matter, you can go mostly DPS/utility afterwards, you’re already good on the heal/basic support side.
In my opinion it probably would have been better to start with the Priest class so everybody has Resurrection rather than start with Cleric and give Heal to everybody.
(Or kind of switch Mass Heal with Heal, give the minor healing skill to Clerics and the better one to Priests).
as they said… Heal is too overpowered and cleric 2 does the job well even if you’re not int. Mass heal from priest is bonus and healing factor is still OP af provide that you have a linker C2
@Casey@Goldie@Megiddo_Yggdra Ah, I wasn’t aware of how effective the Cleric Heal scaled at higher level maps. I guess I’m still trying to wrap my head about a rank 1 class being that effective that no other advanced heal skill is useful or needed.
That’s the point exactly though. Clerics should be rebalanced so focusing on healing in higher circles actually makes sense. If the lower circles were rebalanced then it would allow for more focused healers in the higher ones.
I wonder how Cleric players would react if they reduced the potency of Heal and gave improved heals to other classes to balance classes in general so we don’t see a very limited number of classes useful mid-end game.
Cleric heal has a 5% Max HP heal base per square, and Int adds heals ontop of that. It’s very effective at high levels.
Plague Doctor has a very nice healing skill called Healing factor. Heals yourself or someone else up to the HP they had when it was used on them rapidly.
That’s the problem TOS has always had. Nobody wants their class rebalanced to be less effective, but what we’re dealing with in both PVE and PVP content is certain Cleric builds being not only better by themselves, but also mandatory in high level content. The tough reality is Clerics need to be rebalanced, not necessarily nerfed, just made to be more in line with overall class and party balance.
There was some post long time ago cleric’s heal are too much.
Some suggestion were made like, remove that % hp based to SPR or something else.
But turns out even after al this changes, I haven’t seen any changes toward that heal scaling
I do play cleric so I know how OP it is. they heal too much, they deal damage well and also provide invulnerability…
still monitoring and see when they nerf cleric actually
One of the best places to start could be specialising Cleric circles. Have a circle that focuses on survivability, or healing, or buffs, or personal damage, then have the higher ranks focus more on one of these. It would create a situation where general Clerics exist, but they would be consistently less effective than their specialised contemporaries, which would make every build feel very unique, and further make every party synergise differently. The TOS system already accommodates this layout, it was just never refined and utilised correctly on the Clerics, potentially because of their complexity.
I think my [possibly premature] concern is that when I read the skills of a lot of classes as well as the ideal party makeup in chat, all I see are the same classes: cleric, chrono, linker, peltast, and some DPS.
So, my thinking would be to scale the Cleric healing and offer more potent heals in higher ranks to broaden class viability overall.
A large part of that currently is because those classes scale properly with higher level content. A Doppel will always out DPS a Corsair, a Diev PD will offer more support and damage than a dedicated Sadhu. With the upcoming balance update, we should be seeing almost all classes becoming more viable. But this particular problem extends deeper than just changing numbers around, it has to do with how Clerics were designed and what their roles are. Changing the potency of healing will certainly help the problem, but I advocate for changing the way Clerics are built, and how their effectiveness is used.
That’s how Dark Age of Camelot shaped all their classes: by offering multiple spec lines to choose from whereby you got each line’s base skills, but you’d get the more potent versions, as well as new skills, by specializing (spending points) in that line.
So essentially, all healing classes got skill lines in healing, buffing, and some sort of damage. You’d get all the base skills from each line but more advanced skills in whatever line(s) you invested in.
I’m not looking for an entirely new system of ranking up and spending skill points (not that you were advocating that), just more circles using the current system that focus on these certain areas. Cleric2-Diev3-Miko-PD2 is one of the most popular builds right now, it offers, healing, debuffs, damage buffs, general support buffs and DPS. It does everything too effectively. If instead say Diev focused more on support, Miko works on extending that support, then PD does some DPS, that build would change from everything, and being mandatory in ET, to a Support main with DPS. Still viable, still in demand, but much more balanced and it would allow for more of a variety of builds.
(The examples I used are just for the sake of examples, I don’t necessarily think those classes should perform those roles).
No, I wasn’t promoting that exact idea or a radical redesign.
Simply put, I believe all post-Cleric classes should have a few of these skills: single target heal, group heal, single target insta, group insta, single target hp regen, group hp regen, single target resurrection, a buff, a debuff, a debuff cleanse, and some damage skill.
It’s just that, from class to class, one will be more focused on one or a few of these to create variety yet viability in all.
This, cleric tree should be focusing more on healing capabilities rather than trying to make cleric as DPS class.
You still want damage for a support tree? Remove Ausrine, R7F, Stoneskins, Resu, safety wall, beak mask, blood letting, gohei. Why the fudge that tree has access to those game breaking skills but at the same time capable of dealing more damage to classes who only know is to do DPS is beyond comprehensible.
A support tree should be a supportive role. A DPS tree DPS should be good at dealing damage. You want that support tree to deal damage to be comparable with DPS tree then properly distribute Cleric utilities to DPS class as well so it would be fair.
Thats why TOS balance is so garbage. And seems like IMC is proud about these disparity.
PD has incinerate (with agny) and godly OP with agny and BSD spread
miko has broken hamaya
Taoist has crazy lighing amplifier( which is reasonable for a support until we pair with krivis…)
Btw, I am joining the miko Op team currently I deserve to be nerfed