Thanks, you explained far better than me the main concerns about RP/Zeal who are getting another nerf, instead of an overhaul of their (already unreliable) healing abilities.Solshar wrote: Thu Mar 06, 2025 7:15 pm Solshar, 83 Runepriest main, The Jempire
I don't think any Rune Priest is going to be excited about these changes, we're already the least played healer on Order side.
Keeping a single party stable is the strength of the Rune Priest. With changes to Master Runes and Blessing of Grungni no longer being unique to the class, this role is now at risk. The buffs to Book Priests make them stronger in this single party role, while still retaining their dominance in warband healing. Rune Priests are getting nothing to improve their laughably bad out of party healing, yet we are now expected to share the niche that we currently occupy - The small tweak to Rune of Serenity will not fix this.
Class popularity and play rates are a strong indicator of perceived power by the player base. Jempire healing comps frequently contain 1-2 Rune Priests, 1-2 Archmages and 6-7 Book Priests. Our more enlightened Book Priests, while not complaining about the buffs to their healing are scratching their heads at the rationale behind them.
It's not uncommon for top Book Priests in Jempire to post 3x the healing numbers of Rune Priests at the end of a play session. If I play well and with a bit of luck, I might place 3rd/4th in heal numbers out of 8 healers. This requires me to run 1050 Willpower and +175 Heal power while taking a big hit to survivability. Meanwhile our Book Priests spend nothing on healing output and can stack everything into defensive stats.
A final note on Blessing of Grungni being given to Warrior Priests. This is the biggest slap in the face and it is flying under the radar due to the noise around Master Rune changes.
To be clear:
- RPs are facing a nerf to their ability to apply this class defining tactic to the party.
- This is happening due to changes in the range, duration and pulse frequency of the Master Rune.
- This tactic is now being given to Warrior Priests, the most played healer on Order side.
- They are having existing tactics moved to core abilities to free up space to slot it.
- It is being given the effective range of the the pre-nerf Master Rune
- The range bubble moves with the Warrior Priest
- Solshar
- The Warrior Priest does not have to waste any global cooldowns to activate it, it's always on
Nothing in this patch is going to define, and refine, the RP/Zeal role as a healer, especially since other two archetypes are getting similar tools, with better efficiency, more out of the group healing, and far beter survivability without real tradeoff on other aspects.
It looks like team's efforts has been focused on buffing already overperforming healers, and trying to get DPS healers even more toxic, but not really trying to balance healing output of each archetype, even less refining their key aspects as pure healers (that they should mainly perform, not trying to wannabe DPS).
As a side-note :
Role-Blending enforcing attempts is a concerning trend in RoR, since hybrid DPS/Healer specs can very easily slip out of control by their combined skills ; a healer you cannot healdebuff (see lifetap skills for instance) is a healer you cannot kill, and very quickly those kind of classes are becoming far too powerful by themselves (and become solo roaming unkillable abominations).
But if you enforce current strengths on their MAIN role, you balance out the game and allow everyone to perform best, accordingly to their intended role.
- Playing a DPS, you cannot become uber tanky (saving regen builds abominations wich need to disappear entirely)
- Playing a tank, you cannot become pure DPS even with 2H builds
- But for some reason, playing a healer, you are allowed to become as (even more) efficient than a pure DPS, or nearly as tanky as a pure Tank archetype (either by kiting abilities or protection/healing ones), already mentioned lifetap not being healdebuffable on top.
This is this flawed logic that need to go away for the Health (choice of words) of the game.