Archmage - Experimental Changes

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roadkillrobin
Posts: 2773

Re: Archmage - Experimental Changes

Post#21 » Tue Oct 11, 2016 1:19 pm

I seriusly think that all lifetap skills can heal whole group at all time and still not be broken due to all the limitations lifetaps brings.
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Jaycub
Posts: 3130

Re: Archmage - Experimental Changes

Post#22 » Tue Oct 11, 2016 4:15 pm

roadkillrobin wrote:I seriusly think that all lifetap skills can heal whole group at all time and still not be broken due to all the limitations lifetaps brings.
I don't see a problem with this either, but there has to be a line drawn were AM/Shaman life tap heals are not outperforming DoK/WP life taps, unless that's something that will also be buffed in turn.


Also I am a bit curious Az, what exactly is your point of view at the moment in terms of what role are you trying to make viable specifically on AM/Shaman? Are you trying to make them a viable heal spot via life taps, trying to make the DPS/hybrid builds better for niche groups? etc...

There is a lot of ways these two classes can possibly fit into a good group, it's just that I think those groups are really niche or rather need to be purpose built to milk out everything these classes can offer. It's not like say WP/DOK were you can throw them into literally any group and they are performing well and complementing everything. This might be why people are seeing these changes as something that is not specifically solving a problem they see which is "why isn't my shaman/AM as desirable or performing as well as the other healers" etc...
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Azarael
Posts: 5332

Re: Archmage - Experimental Changes

Post#23 » Tue Oct 11, 2016 5:00 pm

My primary aim is to make pure healing (via healing skills and lifetaps - NOT as pure healbot) work.

My secondary aim is to boost, if not make viable, DPS and hybrid specs.

DoK/WP? They need similar treatment. They need their melee side made a vital component of any of their heal specs, similarly to how lifetaps are something I intend to be a vital component of any AM/Shaman heal spec. Honestly, they're a whole different can of worms.

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Jaycub
Posts: 3130

Re: Archmage - Experimental Changes

Post#24 » Tue Oct 11, 2016 5:07 pm

Personally I love that, but man o man I know there is gonna be a lot of very angry people mad they will have to change their play style especially on DoK/WP.

It will also simultaneously drop the skill floor and raise the ceiling by a ton on those classes, playing hybrid/DPS AM back in T3 was easily one of the most hectic things I have done in this game.
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Azarael
Posts: 5332

Re: Archmage - Experimental Changes

Post#25 » Tue Oct 11, 2016 5:10 pm

Jaycub wrote:Personally I love that, but man o man I know there is gonna be a lot of very angry people mad they will have to change their play style especially on DoK/WP.

It will also simultaneously drop the skill floor and raise the ceiling by a ton on those classes, playing hybrid/DPS AM back in T3 was easily one of the most hectic things I have done in this game.
That is the intention. WP/DoK are too simple, just like two other classes we all know about. If people don't get angry about it, then it won't have been done correctly.

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Jaycub
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Re: Archmage - Experimental Changes

Post#26 » Tue Oct 11, 2016 5:19 pm

I can see the transition and whatnot smooth for AM/Shaman, but addressing how WP/DoK will be surviving in a group when they need to be in melee is going to be pretty hard to solve. Not to mention playing a WP/DoK solo que or pugging could end up being pretty much dante must die mode lol.

I know you don't like PUG arguments, but if it ends up being a situation where WP/DoK absolutely needs certain members of their party performing a function for them like say guard from a tank it could "ruin" the game for a majority portion of players on those classes.
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Azarael
Posts: 5332

Re: Archmage - Experimental Changes

Post#27 » Tue Oct 11, 2016 5:29 pm

All I'll say is that they won't "need" to melee.

sanii
Posts: 193

Re: Archmage - Experimental Changes

Post#28 » Tue Oct 11, 2016 5:34 pm

Jaycub wrote: I know you don't like PUG arguments, but if it ends up being a situation where WP/DoK absolutely needs certain members of their party performing a function for them like say guard from a tank it could "ruin" the game for a majority portion of players on those classes.
Well we already have a situation where an entire archetype (mdps) needs certain members of their party preforming a function like guarding , and the solo mdps experience is essentially as you say 'ruined' for the majority of players on those classes. That is just one of the reasons why you can't use the PUG argument.
That said as, long as a changed playstyle is rewarding in regards to synergies ( a VERY daunting task) and not just too much work for too little gain , i personally would approve of it.
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Marsares
Posts: 368

Re: Archmage - Experimental Changes

Post#29 » Tue Oct 11, 2016 5:51 pm

I keep flitting back and forth between Heal and DPS mode, trying to determine what I like best.

I think the beauty of the changes that you've introduced is that I can't make up my mind.

DPS is still good, but now with improved healing I find that I actually contribute to the group as well. Did 158k damage and 84k healing the other day, and it felt good. A hybrid as it should be. Haven't tried it in a 3+2+1 roaming setup with the guild yet, but intend to do so soon.

I then reckoned that the changes would benefit a DPS AM most, but now with the improvements on the life-tap and the requirement to have Tranquility to be able to cast it on the move I am enjoying Healing much much more as well. Haven't tried it in a competitive setting to see if the occasional burst DPS assisting as part of an assist train works well, but heal-botting with Lifetapping thrown in is a lot more versatile and complements the real strength of an AM: burst single-target healing.

Still getting used to the changes and getting my head around the play-style, and still not convinced how we can displace a RP/WP combo, but really liking it so far. I think we would benefit from having a clearly defined role for the AM, compared to WP/RP. At the moment we lack this somewhat and we fold too easily whilst under pressure (granted, my heal gear sucks).

Thank you for taking this effort!
Last edited by Marsares on Tue Oct 11, 2016 5:57 pm, edited 1 time in total.
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Jaycub
Posts: 3130

Re: Archmage - Experimental Changes

Post#30 » Tue Oct 11, 2016 5:55 pm

sanii wrote:
Jaycub wrote: I know you don't like PUG arguments, but if it ends up being a situation where WP/DoK absolutely needs certain members of their party performing a function for them like say guard from a tank it could "ruin" the game for a majority portion of players on those classes.
Well we already have a situation where an entire archetype (mdps) needs certain members of their party preforming a function like guarding , and the solo mdps experience is essentially as you say 'ruined' for the majority of players on those classes. That is just one of the reasons why you can't use the PUG argument.
That said as, long as a changed playstyle is rewarding in regards to synergies ( a VERY daunting task) and not just too much work for too little gain , i personally would approve of it.
Yes but for MDPS that is the status quo, I was more afraid of the amount of backlash we would see if all the sudden a group of people not subject to that all the sudden are exposed to it.
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