abtasiens wrote: Wed Apr 08, 2026 7:19 am
jadin wrote: Tue Apr 07, 2026 2:20 am
I’ll jump to the recent healer patch. Almost every Grace/DoK main I’ve talked to feels disappointed with how the spec now plays especially in terms of healing and defense. I’ve been hearing the same concerns and suggestions across the board.
That beeing said is what i see as "the problem with shield DoK/WP" right now: The players, not the class. And i get that.
Devs have reworked something player liked, to something people dont like anymore. The class, that before could be worked to do task "a, b & c" is now only usable for task "d". Seems like a dck move, which for sure can be argued about on its own but isnt an objective take on the class after the changes.
Im a new player. i just recently wanted to play my book priest as grace. So i dont know how grace was played "back in the good old days". I took the cards that were given and did the best out of it. Well... it turned out great for me and im enjoying it as it is. Can i heal Wbs, nope. Can i heal smallscale, nope. Do i perfom good in Scs, not even that. But im a hell of a take in 1v1. Im also strong in duos/trios. Which is, i know, not the common audience of the game. But im dead happy since its my favorit part of it.
As written above: I get the frustration that, after the changes, you werent able to play as you were used to do. And the new grace turned out to be pretty nieche. But its far from bad. Quite the opposite - i feel strong in the meta i try to play it in and id be worried if they buffed it.
The big challenge seem to remain to please them all. Which wont happen soon. Which isnt even possible i guess. To make shield WP/DoK balanced and reliable in all content RoR has to offer id would need a complete rework. And if even then, since the game is what it is, you might never accomplish to make a melee healer work without any losses
shout out to Devs that gave me a class i completly enjoy and shout out of compassion to all the players who lost the class they used to like!
To me that seems like an over simplification: it's too easy to say that players are the problem when the spec simply doesn't perform properly in the main game format.
As you said, the spec is "pretty niche", it performs well only in very limited aspects of the game (mostly PvE, where you can spec for full damage, and very small scale fights, where you can forego some defenses), far from what is the current meta-game of the server.
Also, as much as I'd like the same topic to be discussed in just one thread (while we have two now? maybe more), it's important to note that the point of these threads is not to "please" all the gamers, but to make the spec playable, and more importantly meaningful/efficient (in regards to other healers) in the current meta.
The spec has to become meaningful again for the meta, otherwise it will mean that only a minuscule fraction of the player base will enjoy it and that all the work which has been put into it will be wasted (given that devs have limited resources).
On another note, I agree with you that a rework on the spec won't happen soon: the recent itemisation pass will need many adjustments, and it's not even complete, then it's time for the ranged classes balance patch.
Time will pass before the spec will be reworked, that's fine and that's also why, to me, it feels wrong to make new threads for the same topics, it looks just like a way to put pressure on the devs.
Finally, one aspect which is currently discussed is the damage/heal ratio and the need for the spec to go full defensive to even survive on the front-line, at the cost of damage output.
What is not usually considered, instead, is the fact that the spec could be reworked into a slightly different kind of healer, a bit more versed on the support side than on straight healing+melee dmg: there are many utility skills which are sought after but whose availability is gated behind certain classes/equipments (i.e. cooldown reductions, pulsing shields, CC immunities, snare clears, movement speed buffs, incoming crit chance debuffs, etc). If the spec is not meant to damage (and it can't, given then amount of defenses you need to stay on the front-line), then maybe it could be made into a front-line supporter (heal + support/utility instead of heal + silly damage), with area based buffs.
It's just an idea, a way to find a solution to the damage/defense stats balance + healing output issues the spec has, but without working only on those variables.