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Dhurwin

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  1. I'm seeing a lot of people disagreeing with these proposed changes but not a lot of specific counter changes being suggested. So I'm curious to know what kinds of changes we as players of these classes can come up with as opposed to the ones the devs wish to push through. What do we think these classes need in order to be desirable without going overboard? And while I personally clearly only care about the Corruption spec, I am also interested in how people would like to see dps sorcs and sins change for the better. So without further ado, my suggestions. Sorcerer The Revitalized Mystic set bonus has been rebalanced: 4 piece - Reverse Corruptions increases your force regeneration by an additional 1 per second. 6 piece - Reduces the cooldown of Innervate by 1.5 seconds. Consuming a stack of Force Surge increases the amount healed by your next healing ability by 10%. The change to the 4 piece here ends up being about the same as if you were use Resurgence on CD, 5 force about every 5 sec vs 1 force a sec, but this changes the focus to maintaining your Reverse Corruptions, which adds something to the class, and can potentially shift your playstyle / priorities, vs just a passive force cost reduction on one ability you're going to use anyway, which is kinda boring. The change to the 6 piece comes from me seeing pretty much everyone wanting the CD reduction back, but I felt that just having that reduction was a bit too... bland you know? It's a 6 piece for goodness' sake, it should feel like something worth the effort of getting. I just pulled the 10% bonus outta thin air, wasn't too much thought behind it. It synergizes with the 4 piece's idea of keeping your Reverse Corruptions up. One ability gaining a 10% bonus at least once every 10 sec didn't sound too game breaking to me at least. Spending an extra GCD on a heal for only a 10% isn't very worth it, the set would promote the evaluation of what you have available, what heal would benefit the most and be most effective for the current situation when you use Consuming Darkness naturally. This to me sounds better than a 15% chance to tick Resurgence, regardless of if the HoT has been buffed. The Empowered Restorer set bonus has been redesigned: 4 piece - reduces the duration of Deionized by 3 sec. 6 piece - Static Barrier immediately heals the target when applied. The 4 piece change shouldn't result in more overall healing than the HoT component, it just front loads the extra healing into more bubbles vs a 12 sec HoT. I feel that with these changes more people will choose the set that fits their playstyle vs feeling that only the mystic or only the restorer set is worth using. Currently on live, pretty much every sorc healer uses the mystic set, with some even using the dps's Gathering Storm set in pvp, but almost no one uses the restorer set. The devs' changes to these sets make people feel like they wasted their time getting the mystic set now that it's being nerfed into the ground and the restorer set is being buffed so much. Both sets should be equally enticing depending on the way you want to play. Corruption Penetrating Darkness now increases the critical chance of Dark Heal 10% in addition to increasing bonus healing by 3%. There's really no point in taking this 3% bonus away from us. We're already at the bottom of the parses as it is. We've had this 3% bonus for about as long as I can remember, it should stick around. Roaming Mend is left completely alone, but the Tactical Item: All for One, has been redesigned - now changes the Force Bending effect for Roaming Mend to cause it to tick on the same target every .5 sec, jumping to a new target only if expending a charge to heal the current target would bring them above 100% health. The current change to Roaming Mend and All for One doesn't change the overall healing of Roaming Mend (heals for 20% less, but has an extra tick, so same amount of overall healing) it just potentially allows one target to be healed for slightly more over all. It's like a 21.5% potential increase to one target. While this change tells me the devs wanted this to function as our ST option, the issue here is the word "potential". There's no guarantee that that one person would get healed 3 times, receiving the full benefit of this Tactical Item. My suggestion completely removes the pseudo-AoE of Roaming Mend giving us a powerful ST burst option. It'd probably have to have reduced effectiveness to keep it from being a potential 80k heal, but I see no reason it can't be like a 50k total heal with crits. With the Dark Heal changes going through, even if Roaming Mend remains nerfed, our Single Target should be fine. Our problem lies in our total lack of AoE healing. We really only have one AoE heal, Revivification. Roaming Mend is powerful should it hit the same target twice, but should it happen to go to 4 different targets the amount each gets isn't anything near the capabilities of merc and ops. Force Suffusion is 4k every 15 sec so that's... awesome... And Revivification is an amazing potential heal, but it takes so long to get the heal out that A. it doesn't do anything to help save anyone and B. it ends up having the highest overhealing of all your abilities because what Revivification needs 10 secs to do, Operatives and Mercs can do in 3 sec with Kolto Waves and Kolto Missile with Kolto Pods and Supercharged, respectively. I think a complete rework of Revivification is needed. For this I have a few ideas: Change #1 Revivification is left unchanged. Force Bending now makes Revivification activate instantly.Tactical Item: One for All has been redesigned - Revivification's healing pool is preceded by a burst of dark Force energy, healing up to 8 allies within it. I still can't install the pts for some reason so idk how much the burst of healing is, but I do hope it's at least a modest chunk of health. The issues with having the burst come at the end are this: it still takes 10 whole seconds to make that heal happen, during which the other two classes have topped everyone off, and it requires people to either stay in one area for 10 seconds or at the very least make their way over to that area before the 10 secs are up. This is adding an extra mechanic to fights that wouldn't normally exist thus further complicating things. Who's going to bring a healer that needs the entire raid team to go out of their way in order to be effective? Change #2 Revivification has been redesigned - now heals your target and the 3 lowest health allies within 20m instantly for x amount. 2 sec cast.Force Bending now causes Revivification to heal your target and the 7 lowest health allies within 20m for 50% of it original value.Tactical Item: One for All has been redesigned - now lowers the amount of healing lost when you use Force Bending on Revivification by half. Since Roaming Mend is Prayer of Mending from WoW, I thought that changing Revivification from Healing Rain to Prayer of Healing to be appropriate. The percentages chosen were arbitrarily picked just to get the idea across, always room for lots of tweaking. This change would allow us to have a more upfront AoE, while giving us the ability to heal the people who need it most. Only a few people are damaged? Cast without Force Bending. The whole raid is hurt? Cast with Force Bending. Change #3 Revivification has been redesigned - now heals your target instantly before jumping to the next most injured allies within 20m. Each jump lowers the amount healed by 20%. Jumps 3 times, for a total of 4 targets healed. 2 sec cast.Force Bending now allows your Revivification to jump 7 times, for a total of 8 targets healed.Tactical Item: One for All has been redesigned - now reduces the amount of healing lost per jump of your Revivification by half. This one actually came to me as I was typing this up. Same sort of idea as #2, just a slightly different way to go about it. Being able to heal few targets or many targets, with an upfront AoE. Change #4 Revivification has been resigned - now is a channeled ability that heals all allies, excluding yourself, within 20m over 3 sec.Force Bending now makes Revivification uninterruptible and allows you to channel Revivification while moving.Tactical Item: One for All has been redesigned - now causes you to pour your life force into Revivification, draining 9% of your current health over the duration of the channel to increase its healing by 20%. Probably the most boring out of the ideas in my head, but it would make this a competitive AoE heal to Kolto Missile / Supercharged Burst and Kolto Waves, and the health sacrifice makes me feel nostalgic and warm and fuzzy inside. Plus I like the idea of literally giving a part of yourself to heal your allies. The range and healing amount are up in the air, just like most of the numbers in this, just there to help people visualize the spell. Change #5 Revivification has been redesigned - now places a 8m radius pool down that persists for 10 sec, applying a protective barrier lasting 3 sec that absorbs a moderate amount of damage on up to 8 allies that enter the area. The barrier stays on your targets when they leave the area. If Revivification isn't fully consumed on a target, it heals the target for the remaining absorption amount. Once an ally's current barrier is consumed, they may receive another, but this ability leaves your targets feeling tainted by the Dark Side, reducing the effectiveness of any Revivification barriers they receive after the first for 10 seconds. Not affected by Deionized.Force Bending now lowers the duration of Tainted by 5 sec.Tactical Item: All for One has been redesigned - now increases the radius and number of allies it affects by 50%. Probably my favorite idea out of all of these, I mean who doesn't want MORE bubbles. These bubbles are much weaker than Static Barrier (thinking like 10k, no Sustaining Darkness, and the new set bonus would not apply to these bubbles) and so it wouldn't be affected by Deionized. Much like ideas 2 and 3 the goal here is to give us the versatility to react to many targets being hurt, or just a few. Use it on the whole group, everyone gets a moderate absorb shield on them to help mitigate incoming raid damage. Use it on half the group, and they'll get the shielding plus a lil extra. Or you can drop it on the tank, and for the next 10 sec your tank will have a reoccurring shield put on them to keep them alive while you and your other healer work to get them stabilized. No matter how many targets there are, it's never a waste to cast Revivification, which is how it should be. So those are my ideas for the kind of changes Corruption could use in order to be a more desirable healer. Lemme know what you guys think should be changed instead of what the devs have planned.
  2. Sooooo, when ya gonna reply to all the suggestions we've given ya ?
  3. Hope is all I got left. Hope that they won't push these nerfs onto live. Hope that they'll come out with something that's an actual buff. Hope for a brighter future for Sorcerers. If I don't have Hope, then I'll just be sad again. Don't do that to me, Bioware. Don't make me sad. Not again. D:
  4. Cause I prefer to live in a world where hope still exists.
  5. Hai, so I think it's safe to say that there's 13 pages of discussion here, but it's just been kinda us flinging ideas at each other and at an Iron Curtain. Will there be any kind of update on when you all will be replying to our thoughts? Comments on why certain suggestions would or would not work? Your reasoning for why you want certain changes to be what they are? I, for one, would love a good back n forth about the future of this class!
  6. How much healing are you getting for the upfront heal and the HoT? Just the baseline value not crits or anything.
  7. We tried this back in 2.10 and it was absolutely horrifying. I still have PTSD from it. The devs probably won't consider doing anything like this ever again, or at least I hope they don't. The problem is if you lower the amount of time you spend on using Consuming Darkness/Vindicate (or completely remove the time you spend it at all), you increase your uptime on healing. This leads to us having way more HPS than we should have, so then they have to nerf all our healing values. So yeah, we'll never have to stop healing, but the actual healing amounts of each of our spells drops dramatically, and therefore the cost of said spells drops as well so you're not using Consuming Darkness/Vindicate nearly as often anyway (cause you're never running out of force due to the low cost of everything) and it becomes a super easy, boring, ineffective mess. You think our burst potential is low right now? Taking Consuming Darkness/Vindicate off the GCD, or giving it a long CD period, will lower it even further, and completely hamper our versatility. The fact that we have to stop everything we're doing to use Consuming Darkness/Vindicate to regain some force is a huge factor into why some of our heals have a little kick to em, and allows us to deal with burst and sustained damage in equal measure. I'd prefer seeing set bonuses and tactical items getting tweaked, vs a total class overhaul any day of the week.
  8. Hmm interesting, unfortunately I can't install the PTS for some reason, which kinda sucks :/ so I don't get to see any of this for myself lol.
  9. Bubble should be everyone's best friend! I think I spend 37% of my time in combat bubbling people, it's amazing. And yeah with a baseline of an extra 7.2k healing per bubble, on top of the bubble, and then also the heal from forbidding fervor / sustaining darkness, it's gonna be insane... but will it be enough to bring us in line with the other classes? Is the heal affected by your power and mastery? Or is it just a static amount no matter what your gear is?
  10. 2,887 for 12 seconds, do you mean 2887 total over 12 seconds? And do both sets stack? So you get the 12 sec HoT and the insta heal? Or does the 6 piece replace the 4 piece?
  11. Hai :3 This is about a 33.4% over all buff (including the 10% from the new Secrets of the Dark Side), which puts Resurgence back about 26.9% above where it was for most of 5.0. Nice. I mean, we're not really a HoT class but still, it'll buff Renewal, and there's that 6 piece Mystic set bonus, so yeah, nice. I would've preferred to see some of this love distributed to other heals, even if that meant changing the 6-piece Mystic set into something else. So this looks tasty, will require some PTS play to see what the actual heal values are and if the 4 and 6 set actually stack - but if you know me, you know my addiction to bubbles, so you know I'm all for buffing bubbles. Only caveat is losing the innervate cooldown reduction... oh wait nvm that's going away anyway. RIP. Moment of silence for our lost Innervate CD reduction. The ~4% buff to Innervate's healing (yes it says we're getting a 6% buff but remember, we're losing the 3% to bonus healing from Life Surge, it comes out to about a 4.01% buff) that ~4% buff isn't going to make up for the fact that (if you cast Innervate on CD) we're losing ~16.7% of Innervate's HPS from the change to this set bonus. All in all, it comes out to a ~13.3% loss of HPS to Innervate. Again that percentage is only if you're casting it every time it's off CD, but even if you're not it's still a sizable nerf. As mentioned by others previously, Force Management isn't really an issue currently, and hasn't been since... ever. It wasn't an issue when Consumption cost health, it wasn't an issue before Consumption got taken off the GCD, it certainly wasn't after lol (ptsd triggering), and it definitely hasn't been since you Consumption back on the GCD, and for some reason renamed it to "Consuming Darkness". It remains Consumption in my heart. You can't take it from me. So the 4 piece is beyond lack luster, compared to what it is currently, which is the Innervate CD reduction. As far as the 6-piece goes, I have no idea what the current proc% is, so I can't crunch on numbers on this. I'm imagining that this is just sidestep, compared to a buff or a nerf. Yeah the ~34% buff to Resurgence means this probably has some increase in value, but compared to more healing from our bubbles? Iunno, will need testing. So yeah about a 5% (4.99%) buff here (cause we're losing 3% bonus healing. can you tell that this fact bothers me yet?). I mean yay? It's not like this is the most used heal anyway. Couple times a fight, sure, for that tasty insta Dark Heal. But is this a "gonna fix the class" change? I don't think so. Still something is better than nothing. As mentioned above this translates into a ~13% nerf because of the loss of set bonus and bonus healing This is honestly the reason why I'm making this whole post. I'm tired of seeing Revivification get it's butt kicked over and over. And I'm not talking about the dozenth time (this has happened at least 12 times you know it's true devs) it's cost has jumped from 60 to 75 or vice versa. Ever since Revivification became a HoT it's been treated like a red-headed step child, and I'm sick of it. It was once the ability that MADE sorc healers, sorc healers. This was once our identity, what made us who we are. No other healer could heal all 8 people at once. But we could. We alone held back the tide of death. And what is our legacy now? Just a shadow of it's former glory, drunk and washed up in the gutter of the street, begging for help. And how has it been thanked for it's service? Nerf after nerf, chew up, spat out, and booed off stage. It has endured long enough. No more, I say. This nerf, yet one more stain upon the ragged appearance of a once great heal, this needs to be a buff instead. As also previously mentioned by others, our role as the Bendu, the one in the middle, has been seriously encroached upon. Our niche in this game has been almost completely erased by Mercs and Ops, use this opportunity to return this once integral heal to its former greatness and give us a reason to exist as a class. Give others a reason to want a sorc healer in the group. Help us. Again, force management isn't (and never has been) an issue. In reality this cost reduction is by 8 (from 53 to 45). 70 down to 63 with Electric Induction, down to 53 with Secrets of the Dark Side VS 50 down to 45 with Electric Induction. 8 force saved every 15 odd seconds. And really, you're going to finally implement the one Tactical that was worth anything back on the 6.0 PTS, only after you reduce the healing of the Roaming Mend such that with 5 ticks, it'll do as much healing as it does now with 4? That's just low. That's 1 extra tick, for the same amount of overall healing (meaning it takes longer to get the full heal out). If it manages to heal the same person 3 times, yes it's a 21.5% increase in the healing that that ONE person would have received, but that's a big IF. Roaming Mend has large range, and people are constantly moving during a fight, who knows how often one person is going to be able to soak up 3 ticks? This can be mitigated with some positional stuff, but that's adding an extra mechanic to fights that the other two healers don't require. We need help, and this is just giving up one thing (overall healing) for another (maybe, possibly, every now and again, a bump in single target burst). We probably won't see as much over healing from this ability now, which will be nice, but is this a change that will get us back into raid? I think not. A 21.5% boost in a burst heal, that isn't 100% guaranteed to heal the person you need it to when you need it to, isn't going to be able compete with the kit that either of the other two healers currently possesses. Ahh 4.0, it's been a while. Feels good honestly, the nostalgia factor alone is enough for a thumbs up on this one, even if it is such a small change on a heal that doesn't see much use anyway, that it's not going to impact our attractiveness as a healer to others in the slightest. This looks fun, has the potential to be tasty. But we still gotta do something about the fact you're reducing it's healing AGAIN. You should already know my opinion about this. And if not, shame on you for not paying attention / just scrolling through an obnoxiously large wall of text that I wrote up cause I got nothing else better to do on a Friday morning. Two words: This bad. The synergy with the new 50% buff from Dark Concentration is sweet. But lose 3% bonus healing, the value of which helps determine the value of ALL of our heals, good? Nuh uh. Again, we need help, that means giving us something without taking anything in return. Don't go crazy and make us so OP we get nerfed again, just for the love of whatever deity you pray to, bring us in line with the other classes. A welcome change, one that might take a small bit to get used to, but still this feels like all around good idea, so congrats. You made a step in the right direction. Everyone loved that. See above ^.^ Yeah this is a given whenever the HoT from Resurgence is touched. With this, Resurgence is at it's most powerful probably since the dawn of it's creation. But is this really a world we wanna live in? One where we can be happy, excited almost, that *Resurgence* has decent HPS? Resurgence is another pillar, along with Revivification and Consumption, that makes us who we are. It adds that defining quality that makes a person go "ok that's how this class different from the others". That quality is Force Bending, not it's healing potential. I fear that all this focus on making Resurgence heal for more is taking away from our other heals. Resurgence has it's place, it always has and always will, regardless of how much it heals for. I'd rather see some oomph return to the rest of our kit than Resurgence being messed with anymore. Admit it, this change primarily came about because you all couldn't figure out why All for One healed for more than One for All, no matter how many targets were present. Think last I saw was All for One healed for about 200 more on 8 targets than One for All? In any case, whatever the reason, I applaud the fact that 5-tick Roaming Mend has entered the match, even if you've removed one of it's legs before hand. Now onto the new All for One. Instead of having Revivification conclude with a burst of healing, why not have it precede with a burst of healing? There's no way other than actively having the raid rush to wherever you've placed the darn thing to make it at all effective on a consistent basis. Yeah if you lay it down on top of all 8 people it'll burst right away, which will be cool, but how often does that scenario occur? Not often enough for this to be a game changer. Remember the whole reason Revivification became a HoT in the first place. Apparently asking a group of people to stay around a relatively small area is too difficult. I, in no way, shape, or form condone the fact that Revivification is now a HoT. You might not have gotten everyone with every tick with the old version of the spell, but with a lil foresight, you could place Revivification down where it would be needed the most, have it be mostly effective, and those that did get healed, got *healed*. I mean really healed, not tickled with the promise of maybe giving you 8% of your health over 10 long 'oh wait one of the other healers already has the entire raid at full' excruciating seconds, but 'god said let there be life' kinda healed. But we live in a society where Revivification is a HoT. So if we can't be asked to position our Revivification in a way that would benefit the raid most, or get our group of would-be adventurers to stay in one spot for 10 seconds to swim in a puddle of nummy purple goo, how are you going to expect us to then ask that same group "hey can you pay attention to where the I put my goop down and count to about 7 internally and then book it to said location for an additional heal"? Again, you're tacking on extra mechanics onto fights that the other healers do not require, and you're not helping us with the whole "notice me senpai, we can be brought to raids too" thing. Having the burst of healing at the conclusion of the spell forces us into an uncomfortable situation where we have to choose between placing Revivification down where it's most needed right now, I.E. on top of where the most people are, or sacrificing the HoT to place it where the flow of combat is going to take people and hope you read the flow right and placed it where people can get hit with a heal, 10 seconds after they need it. This tactical will be at it's most effective when you can burst it immediately, (maybe making it heal for more the less targets it heals? Durwin winks coyly at you.) which, outside of those rare moments when the whole group is stacked up, isn't going to happen. So instead of having the burst of healing at the end, put it at the time of activation. This makes it a glorified Kolto Missile, which isn't ideal for class identity, but at least we'll be getting something in exchange for choosing this Tact over 5-tick Roaming Mend. None of these current changes will bring Sorc on par with the other two classes. Yes, we're viable, because healing is about a whole heck of a lot more than numbers, it would sure be nice to be perceived as equal to the other two classes. All of my concerns come from the fact that this class has been my baby since this game launched in 2011, and I just want what's best for my kid, ya know? TL;DR. Everything here is either a side step, swapping one thing for another of equal or lesser value, or just a flat out nerf. Suggestions: 1. Take some of the love Resurgence has been getting and spread it to other heals. 2. Make Revivification Great Again. (Either by changing when the burst heal from the tactical occurs, or making it not a HoT. Or both. I am ok with both. 3. Don't give us a buff, that's marginally balanced out by what you nerf. If we were the class on top, this kind of action would suffice, but we're not, so for now just buff us. But remember, always buff responsibly. This class (any class really) can crash and burn due to over buffing and then over nerfing. 4. Don't give us set bonuses we don't need. I.E. The new 4-piece Mystic giving us force back. We don't need force. But a lower CD on Innervate is super nice. (This includes that new one y'all are releasing that requires us burning our life line to do some extra AoE healing. It all depends on how much this set heals for, but I can almost guarantee you the other two sets have far greater versatility, and thus will see far more use.) Things I liked: 1. Quicker cast Dark Infusion. 2. Revivification having its insta proc'd by Force Bending instead of Force Surge. 3. Upfront healing on Bubbles. 4. Dark Heal buffs. Hope this was as entertaining to read as it was to write
  12. https://gyazo.com/173d1873b79096a3a27b3abb377d24c8 The light blue number is eHPS from just Static Barrier. The light green number is eHPS from every other heal combined. Static barrier is fine as is, they will not touch it. It's a heal not a Defensive Cooldown. Also lightning sorc is about to get the highest passive Damage Reduction in the game, so there's no reason to buff Static Barrier for them. Sorc heals got a heal attached to theirs, on top of it being just straight up 10% more effective, and higher bonus healing passives which make the absorb even more powerful. And Madness has self-healing, it doesn't need Barrier to Absorb more.
  13. Meh, I believe a properly played sorc does more than enough DPS in PvP currently, it's just spread out over multiple targets making it much easier to live/heal through. ST version of Chain Lightning that is also auto crit w/ affliction on the target would go a long way to helping our ST "burst" while not really impacting our overall DPS too much.
  14. You're thinking Static Barrier should be a DCD, and with that line of thinking, yeah Static Barrier isn't the best DCD. But that's because it's not trying to be a DCD, nor should it be thought of in such a way. It always has, and will forever be: a heal. Compared to similar options of the other classes, this heal blows the competition away. The following numbers are based on my character's gear. Static Barrier - Heal: 12866 | Cooldown: 20sec Shield Probe - Heal: 15746 or 20470 w/ the 30% buff utility | Cooldown: 30sec or 25sec w/ the cooldown reduction utility Emergency Scan - Heal: 11501 | Cooldown: 18sec | This is an average heal amount accounting for crit% and surge%, and the CD is reduced by alacrity. The only heal that does more healing to yourself is Shield Probe (but it only does more HPS to yourself if you specced into the 30% extra), and even that's beaten by Static Barrier when you account the fact it lasts 30 sec as opposed to 10, meaning you can start combat already bubbled almost 100% of the time. The ability to use it proactively and the relatively shorter CD, the fact it does it's job regardless of utilities used on it, and the ability to place it on ANYONE vs Shield Probe only being on yourself, means it's one of the most Powerful. Heals. In game. Even as a DPS. Now as a healer it's even better. You wanna know what makes Sorcs the best effective healers in game? The ability to spam the **** outta Static Barrier. Every GCD you spend on a Static Barrier is a potential 22718 healing. That's 17729 HPS folks, the vast majority of which, if enough damage is going out, will be Effective HPS, which is far more important than raw HPS will ever be. Neither the Operative, nor the Mercenary can spammably put out almost 18k HPS, have it be mostly effective, and still have the energy/heat to keep going. As a healer, I spend about 37.1% of my total time using Static Barrier and it's never shocking to me if ever I see my bubbles as at least, if not more than, 50% of my total healing plus whatever amount Sustaining Darkness actually healed for. Obviously this depends on the fight, but these examples are just to show you that while yes, 13k is a pretty terrible DCD, it is one hell of a heal. So just enjoy the fact you've got a nicer heal than the other classes. Corrupted Barrier is really nice for when you're out of combat in PvP, meaning you're gaining passive healing while on the move from fight to fight, and don't have to stop to heal yourself up as often or spend force to do so on the run. Outside of that and maybe when the enemy allows you to free cast, you're correct in pointing out it's limited capability in PvP, however, I find there are viable other utilities for me to take anyway, and so this doesn't bother me. Also mostly Corrupted Barrier is taken for the massive heal once Force Barrier is done. Where as in PvE, as a healer, having an extra ~1400 HPS on myself in between taking spike damage from the boss is a nice lil helper that allows me to focus more on others in the raid vs myself.
  15. https://gyazo.com/b6e308bfdb9e403844bbdca349ff35b2 Highest Overall Damage Highest DPS Keyboard Turning Clicker
  16. Eric, thanks for the reply. Glad to see madness getting a little touch up. However I don't agree that Corruption/Seer is What I will admit to is that there's many more Sorc healers running around than merc/operative, and I think that has more to do w/ the relative ease of the class with respect to resource management compared to the other two. Its force pool is also most like most other mmo's form of resource, mana, and so this can also lead to people sticking with what they know, instead of bothering with the slightly trickier Heat/Energy managements. I'd like to know where you're getting this data that they're HUGELY op and/or how you're simulating their HPS. Cause from what I've seen, we're just not that overperforming. There's just a TON of us running around. More often than not when people fail, they seek to blame others for their failures, they seek ANY excuse, instead of saying "You know what, I could have done that better." In this case, when someone can't kill another, they say the healing is too OP. Since Sorcs have the biggest population out of the healers, the finger is mainly pointed at them. A healer's job is to keep people from dying. There's no sense in getting mad at someone for properly doing their job, when they can just as easily be on your team keeping you up. "Having two sorc healers means everyone's immortal" Two sorc healers is aids, fighting over bubbles is never a good time, and will more often than not lead to both doing less HPS because of the overlap of one's bubbles to lock the other out. Unless they hardly bubble, in which case riiiiiip, and you'll probably find that they're easier targets and that no one's immortal. Any time any you get 3-4 of ANY of the healers, yeah people aren't gonna die. It's up to you to find other ways to win, or just kick back and enjoy the damage farm. Try to break a record on w/e server forums you got. I could just say "Jugg Tanks mitigate too much damage, Nerf their Armor, Shield, Absorb, and Defense by 20%. Remove all passives that further buff mitigation." without any reasoning, or proof to back up WHY I think this. Aaaaaand viola you get a busted, useless, why-would-you-ever-play-this-tank class. That's essentially what you did to Sorcerers. You said that the most important, integral, part of feedback is so I hold you to the same standard. Why does your combat team have it inside their beautiful, thick, creative, little heads that Sorcs are SO over the top, that we need a 20% nerf. If concrete evidence was provided and it's clear they're ridiculously overwhelming, then I could see some nerfs going out. But I haven't seen it yet it's mostly just been you guys saying "ya they're op" and 90% of the community going "rofl finally nerds, serves you right" delighting in the misery and plight of others. Please, don't do this to Corruption.
  17. You should ask around on JC see if anyone knows Durwin. No clue if anyone I knew still plays there but if they do, ask em about me.
  18. I can't say I blame you for ignoring what I have to say. It's easier for children to pretend something doesn't exist than to admit that they're wrong, and have been proven wrong. I've actually enjoyed our back and forth, it's been a while since anyone's tried to debate with me and picking apart your statements and showing anyone who cares how wrong you are pleases me greatly. The only thing I tire of is your clearly unearned condescending tone. You need to be someone of worth in order to act even vaguely superior to anyone else, something you're unfortunately not. Thank you for proving me correct about your lack of triage knowledge. Someone's getting hurt, you need to heal them in the quickest way possible. Roaming Mend (a 15sec CD), Static Barrier (a 15sec lockout), Resurgence (a 6sec CD), Innervate (a 7.5sec CD). At this time 4.6 GCDs have gone by - that's 6.9 seconds. Not enough time for Roaming Mend to come off CD, nor Static Barrier, nor Resurgence, nor Innervate. So now you have a choice, based on how much DTPS the target is taking: Dark Heal? Or Dark Infusion? You should never use Revivification on a single target, and your suggestion to do so was quite humorous indeed. So, according to you, even though one person is taking damage, I should place Static Barriers on other people not taking damage after using an inefficient AoE heal on one target... Right cause THAT makes sense. Maybe in kiddo-land. You're in over your head here, boy. I've done nim prog on every boss since the game first came out. I've accomplished things that you'll never even dream of long before you even knew this game existed. You can take your childish expunge comment and don't let the door hit you on the way out. And that is why you fail, and why every one of your comments about how to change this class and how the nerfs are necessary hold no water. It's clear to me that you really wouldn't use these healing abilities, but instead would rather stand there than "lower" yourself to actually use the abilities that lack a cooldown simply because of the fact you don't deem them worth your time. Again, this is why you fail. The issue here isn't that these changes wouldn't work but instead that they are, in every way, entirely and completely unnecessary. This would shift the priority system more towards Dark Heal and even further away from Dark Infusion, unless they changed even MORE attributes about these healing spells, leading to more changes and more changes, all of which weren't needed in the first place. I'd much rather have the devs work on simple solutions to balancing, spending their time efficiently to provide us with the best gaming experience possible, than a complete revamp of this class. Lol, child, if Resurgence isn't at the top of yours, you have no place to be posting on this forum. The only reason it's not used first in my earlier example is because the assumption is made that you have even the tiniest inkling of how to play my class, and you've already got Force Bending. If the whole team took a small hit, Force Suffusion should be your go-to AoE in that case. Assuming they're all stacked up for Revivification, they'd be stacked up for Force Suffusion as well. If one or two targets took heavy damage - Roaming Mend. If 1-2 took light damage, Resurgence + Innervate into Consumption spam if you need force, otherwise Static Barrier. The only thing using Revivification on a team of lightly injured targets serves is to prove my point about how Revivification is potentially always the largest source of Overhealing available to sorcs. Except what they did was nerf Roaming Mend, and everything else we have. It was ALL taken away from us. There's no "balance" here. No give and take. Just take. And more take. And more take. The damage prevented by Static Barrier was also lowered, and unfortunately it's not something Parsely calculates, but it something that the starparse ratings does. No clue where the cast time of Revivification came into question. It's not long how it takes to cast that makes it the worst AoE in the game, it's how long it takes to get the healing out. Revivification doesn't really shine until 4-5 people are heavily damaged enough to warrant its use - as we saw with the 50k example. Which you ignored because that was the easier thing to do.
  19. while the actual value, according to starparse is closer to 51% than 80, I don't agree that the sorc is an OP healer. and then minor buffs to madness hardly make it any more worthwhile to play than lightning. lightning's prettier, and has better versatility than madness currently, for about the same DPS. Roaming Mend heals for a ton, because Revivification doesn't. And now, for some odd reason, both are getting a huge uncalled for nerf.
  20. I'm fighting my hardest for those healer nerfs to be rescinded, but it's not like I've got the devs ear or anything. Preparing myself for the time my raid team asks me to switch to another heal class. It's not gonna be pretty
  21. Oh hi Laet didn't know you still played the game Yea it's looking like they do, ranged might still be ok in pvp cause of the self heals... Well mercs and snipers will be R.I.P. Sorcs everything
  22. I'm no Madness savant by any means, but personally I never understood why when they gave Lightning Barrage to Madness, and Focal Lightning to Lightning, and changed Lightning Barrage so that it reduced the damage of Force Lightning by 25%, they didn't also reduce the force cost by 25%. Surely that would go a long way to helping the class's force management. It channels 33% quicker, but it does less damage so it should cost less force. Makes sense in my mind anyway. I'm also in agreement with the thought that Lightning Strike is almost always a waste of a Wrath proc unless you need to move. This seems a little silly, but again I know almost nothing about the spec. P.S. why couldn't the nerfs y'all have been handing out been this small?
  23. Your whole reply to Ramalina proved you know nothing about healing, and specifically Sorcerer Healing. Those numbers were to prove a point, to bash your mentioning of the fact that you thought I was just pulling smoke out my arse to keep them from nerfing Innervate, and not to call out where you got your numbers. Innervate should always do more HPS while you're using it, because you can't use it as often. If you can't understand this, then I can't help you. Again you're trying to change the nature of the heals and thus the nature of the class. This is a futile and foolish effort. Yes both Dark Infusion and Dark Heal take a back seat to other abilities. Because you can use them whenever the f*ck you want. Other things that have cooldowns, and therefore heal for more, have a higher priority. This hasn't changed since the day they fixed the Dark Infusion Force Bending bug. Dark Heal has NEVER been our "bread and butter" and it never will be, nor should it be. The more you keep arguing this point the more foolish you look. Dark Heal and Dark Infusion are our back-up heals. There's nothing wrong that. And if you can't understand this, then I can't help you. Static Barrier is on CD, Roaming Mend is on CD, Unnatural Preservation can't be used on others, and Extrication isn't a f*cking heal. WHAT DO YOU DO!? Do you propose we just stand there until our CD's are up? No. You use the abilities that have no stinking cooldown and if the target's taking a ton of damage, you use Dark Heal. If not a ton of damage, then Dark Infusion. This isn't a difficult concept to grasp. If you don't get it, then I can't help you. Getting this worked up about the fact that we don't use Dark Heal and Dark Infusion as much as our other abilities is like getting worked up over the fact that DPS classes don't use their free white damage attacks as much as the rest of their attacks. The free white damage does **** DPS, but it's free. It's prioritized last while you have [insert resource]. Dark Infusion is basically free. Dark Heal has high HPS w/ high cost. Again, there's nothing wrong with this and it certainly doesn't warrant the MAJOR class changes you're suggesting. If you can't see this, then I can't help you. Oh ffs. OK let's do the math w/ your precious "cost per GCD" bs. Innervate: 33.66/GCD. Static Barrier:26/GCD Dark Infusion: 30.86. HMMMM LOOKS LIKE IT'S STILL MORE EXPENSIVE THAN 50% OF OUR SINGLE TARGET HEALS. ~10% more than Dark Infusion, and ~30% more than Static Barrier. You keep taking shots though, I'll keep proving you wrong and loving every second of it. Dark Heal should be more expensive. And Resurgence has the potential to heal for more than Dark Heal over the course of a GCD, so it makes sense that it's slightly more expensive. I see a pattern of AoEs maybe. And I see a pattern of Sweeping Blasters. Feihtekiltac's (you know the sorc in the #1 slot for that fight...) overhealing for those 3 abilities: Roaming Mend: 36854.622 Innervate: 12062.3883 Revivification: 121297.3392 Hot Spread's Roaming Mend: 157782.6763 Innervate: 109781.6265 Revivification: 122293.2654 I'mperius's Roaming Mend: 75636.972 Innervate: 70985.7 Revivification: 37556.474 Instagram's Roaming Mend: 57902.298 Innervate: 204910.953 Revivification: 125638.2882 Lyala's Roaming Mend: 47591.6088 Innervate: 45107.4234 Revivification: 188204.2558 Lova's Roaming Mend: 66061.125 Innervate: 69388.5657 Revivification: 188586.528 I could keep going, but frankly, I'm tired and the rest of the parses just further prove my point. Feel free to take a look if you want though buddy. Total Overheal: Roaming Mend: 441829.3021 Innervate: 512236.6569 Revivification: 783576.1506 And again, the difference between Revivification and the other heals just gets larger and larger with more parses you add. And this is on a fight that Revivification can really shine at too lol. Proper sample sizes suck don't they, fella. Lol I can't even with you right now. As I've stated from the get go, this fight is nice for Revivification. This fight is not indicative of other fights. IDK how many more times I have to say this before you finally understand what I'm saying. The fact you're talking about a class you know absolutely nothing at all about is intolerable. That you have the gall to praise the nerfs and suggest major changes to the class is astounding. Sum up that lil bit. Revivification is fine on this fight, it's fine in general - where you can find an effective use for it. But there aren't too many instances where Revivification is a HUGE "advantage" (especially in PvP) and now they're making it even weaker. The weakest AoE in the game (not counting knockback heals), and it's getting a 10% nerf. That's not ok. It being the weakest was alright, because Roaming Mend performed so well. But that's getting an even bigger nerf. So we're left with 2 of the weakest AoE heals in the game, when we weren't overly OP eHPS wise to begin with. Ran the numbers after a good night's sleep and this is what I found for your "50k" example. https://gyazo.com/edf348275bb3fefbd6cdc6c13f525d54 You and your Merc healer partner do less eHPS when your use Revivification on 4 targets. Sure Bubbles might not restore any HP, but they last 30 fricking seconds. Chances are those four will take at least 15k damage in 30 sec, as that's only 500 DTPS. Effective healing will always be more important than maximum output. Every time. Any healer worth his salt will tell you the same thing. Quit trying to act like Corruption is brokenly OP. Stop trying to change the nature of this spec. And ffs, you can't act condescending about a topic you clearly know nothing about.
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