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i didnt really say that.Apoc1313 wrote:healy jus called clerics balanced, wow.
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403 is still double that of a Mage. Also, since Healing 7 heals for 60 (or used to), with 40% of damage reduction it actually heals for 100. 6.66 mana to heal efficiency, about twice what any attack spell has.Sorien wrote: Right now P5 is 40% so their effective HP is 403.
While I respect your gameplay and your wishes I just don't think this is fair. Nobody should have the privilege of being unbeatable 1v1 in a PvP game. It's anti fun and anti fair. Not only that, clerics have ultimate shrining ability. They can literally win the game and you (as one person) can't do a damn thing about it.Deathrogue wrote:This is a team game, 2 skilled people can drop a cleric in a timely fashion.
Well said, Kura. I play support classes a lot and am the kind of guy to use the last of my mana throwing one last heal out to save my buddy instead of saving myself. That is exactly how I feel clerics' role is assumed by this community. *THE* team not a member of one. "But.. clerics need to be OP because how else would they solo win games?"Kuraokami wrote:If one's vision of a cleric is that they are a hero to the team, then one is self-interested first and interested in supporting others second, if at all.
I think you have it backwards buddy. Everybody should need to play smart, not just your opponents. If healing your team is your primary goal, you can hide, have proper positioning, and if you die that's just fine!Healy wrote:You cant just one vs one a cleric of equal level and expect him to die easily,you have to play smart,with your team to counter him.
No i think u misunderstand me,i totally agree to all your points.Law wrote:
I think you have it backwards buddy. Everybody should need to play smart, not just your opponents. If healing your team is your primary goal, you can hide, have proper positioning, and if you die that's just fine!
I feel like you want your team to need you, but not vice versa. It's a symbiotic relationship. Healers in other games are weak by themselves, but their presence brings a team together and makes them a much stronger unit. Clerics in Magestorm are one-man teams and their teammates are merely tertiary.
Also, the reason they don't focus you is because it's futile, not because they're stupid. I've never seen you play anything other than a cleric so I doubt you know the experience of registering 20 hits on a cleric while he hops around and doesn't die. It's truly unnerving.
Right on. My perspective, as playing Arc and Mage mains, is that Clerics are the biggest pain in the ass in the game to where I don't even like fighting them. They can spam Air Wall and block end game spells with a level 1 spell, and when you do hit them they shrug off Manastorms like they're Manastrikes.Healy wrote: No i think u misunderstand me,i totally agree to all your points.
I'm pretty sure I already implemented the reduced healing attribute, and you *can* kill Symbol, it dies faster the more enemies standing around it.Healy wrote:Sor would it be possible to make a spell that reduces healing on target ,like a debuff?
Also id really prefer having different heal spells,like symbol but weaker and the symbol targetable and killable.
Sorien wrote:I'm pretty sure I already implemented the reduced healing attribute, and you *can* kill Symbol, it dies faster the more enemies standing around it.Healy wrote:Sor would it be possible to make a spell that reduces healing on target ,like a debuff?
Also id really prefer having different heal spells,like symbol but weaker and the symbol targetable and killable.
You can either go with effective HP or effective heals when referring to that mechanic, not both.Law wrote: 403 is still double that of a Mage. Also, since Healing 7 heals for 60 (or used to), with 40% of damage reduction it actually heals for 100. 6.66 mana to heal efficiency, about twice what any attack spell has.
Previously Magestorm stored HP in a single byte but I changed that to an int when I implemented stat points. The formula never changed and clerics were technically supposed to have 288 but the byte cap disallowed for it.Law wrote: IIRC max cleric HP is 288, even though it's only posted as 255. Was this changed? That's where I got 480. Also I don't like to correct people but my math shows me at 40% even if it's 255 their effective HP is 425.
but could you make it a spell for lets say Ments.Sorien wrote:I'm pretty sure I already implemented the reduced healing attribute, and you *can* kill Symbol, it dies faster the more enemies standing around it.Healy wrote:Sor would it be possible to make a spell that reduces healing on target ,like a debuff?
Also id really prefer having different heal spells,like symbol but weaker and the symbol targetable and killable.
I don't understand? For every point of damage you actually take .6, so healing yourself for 60 is equivalent to healing yourself for 100. What I mean by this is, you heal 100 points worth of damage dealt to you.Sorien wrote: You can either go with effective HP or effective heals when referring to that mechanic, not both.
My math was a bit different, and maybe I am right maybe I am wrong.Sorien wrote:288/100 = 2.88
2.88 * 40 = 115.2 (rounded to 115)
115 + 288 = 403
I'm not sure where you're getting 425 from.
I honestly am against giving one class countering powers to Clerics versus just nerfing their tankiness as a whole. I would definitely like to see Ments given more utility in their "Mind" field and less pure damage, though.Healy wrote: lvl 4 reduce healing by 25% duration 10 seconds
lvl 8 reduce healing by 35% duration 10 seconds
lvl 15 reduce healing by 50% duration for 10 seconds
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