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Radiants going extinct with the new update


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#1 cevaceva62

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Posted 25 January 2014 - 01:46 AM

So I just watched the new video you and Helium put up and it's beyond ridiculous. I will not go into the gear&jewels details but I get the feeling once more this game is handled by ppl who have not played it for a while or at all.

 

I will break it down for you so you will be aware of the fact you are forgetting what classes are for!

 

Radiants were meant to heal ppl, now everyone now days has 20k+ HP, do you know how long it takes to heal 20k hp? A lot, since heals reach a little over 8k WITH scad buff from sin.

 

  1. Huge pools of HP on all chars=>higher amount of heals needed
  2. Huge pool of HP+higher healing powers of X char=>no need for a rad

We are already seeing full mystic raids, why give them more healing power? Give rads more healing power and nerf other heals!

 

or

 

Since every class is becoming a healer, turn healers into dps, give us an AOE! So after I've spent years perfecting my heals, I will not be left with no use for them and I can pew pew stuff on my own.

 

Rads are a hard class to level and play, it requires huge mallwhoring to be a good rad and grinning your teeth when we have spawn events because it takes so long to kill something.

 

With the new jewels coming out you're giving classes 15% more heal power and MIND jewls!

 

Do not nerf us completely!


Edited by cevaceva62, 25 January 2014 - 01:52 AM.

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#2 Cleffy

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Posted 25 January 2014 - 01:53 AM

There really weren't really any specifics on how this will play out, only that a number of heals will have their effect grow by about 10%. To me its not really that big an improvement and fails at addressing the underlying issues of HP and Heals in general. So I think it might be best to just give them time and see how it plays out.
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#3 cevaceva62

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Posted 25 January 2014 - 01:55 AM

Yeah but I feel the need to say something now, otherwise they'll just do it and then fast forward 1 year and they will realize it was a bad idea.

Took them 1 month to come up with this? Really 1 month for this, they're once again changing the flow of the game.

 

Take a minute, THINK about it...jeez.


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#4 Cleffy

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Posted 25 January 2014 - 02:00 AM

I did think about it, like I said I want to see how it turns out before I hang them. There are a lot of issues in the game that will take time to correct. Hopefully over time we will see an improvement in addressing these issues. My first thought when seeing it was, ugh once again thinking of healing as static numbers in a level based game. It makes older skills obsolete and will stack builds to be heavily 2nd job skills.
These issues being: The basic hit/damage mechanics; The thought of how HP and healing is used in a horror game; The role of classes in the game; and how the item mall affects skill balance. To me this is not something that can really be fixed in a month since the problems stem from the very core of the game. It will take considerable changes to the underlying equations, monster skill balance, and overall player balance. It will also require a programmer, or at least a really good scripter.

To me the problem with healing is pretty much we have a healing focused class. There shouldn't be a heal focused class since who ever will be healing will also have to solo level somehow. The other problem I have with healing is how we deal with damage in the game. Right now its expected you heal on a constant basis. To me this makes no sense in a PVP horror game. HP should be something you manage, and having it drained in 2 to 3 hits does not allow you to manage your HP. Instead I feel you should be able to take 20~30 hits, but you have a limited quantity of possible heal sources until you reach some safe area. For instance, each type of heal has a certain amount of charges depending on the level. The charges only replenish when you reach a safe zone. So in a dungeon you have the manage your heals, same with PVP. I think this is a core gameplay mechanic in both a horror game and a PVP game. Of course this would mean that many of the monster would need to be redesigned to adjust for this different role along with the damage dealt by both players and monsters.

Edited by Cleffy, 25 January 2014 - 02:12 AM.

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#5 Bracky

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Posted 25 January 2014 - 02:11 AM

There really weren't really any specifics on how this will play out, only that a number of heals will have their effect grow by about 10%. To me its not really that big an improvement and fails at addressing the underlying issues of HP and Heals in general. So I think it might be best to just give them time and see how it plays out.

 

Casters are already really op 2.4 to 2.7 hits on cap resi adding jewels with 3 stats and bumping up heals is just stupid. Alteris and Helium really have no idea about the game the Requiem live stream video just proves it. I just feel for melees like zerks who already find it difficult to kill casters when a protector/radiant walks into battle and buffs defence >.<


Edited by Bracky, 25 January 2014 - 02:23 AM.

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#6 Kazuul

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Posted 25 January 2014 - 04:27 AM

I think about what are you saying and radiants will be the healer class. 8k heal? A mystic only can heal 400/tick hp with healing totem or 1,5k with healing fairy and we can't do crits! And our mp must be divided between attacks and heals, so it lows really fast.

 

As you said, a party of mystics can do the same that only 1 radiant in raids. That's because radiants are still useful.

 

And about give AoEs to rads... Then you should put less points on your heals and put it on aoes. That's not a good idea because then you are autonerfing you...


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#7 Fudd

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Posted 25 January 2014 - 04:47 AM

nerf radiants and the other turans


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#8 aquiles7

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Posted 25 January 2014 - 02:13 PM

Lots classes were nerf :S and this is one of the best problems requiem have (in my opinion). Because all players are changing to classes which are "OP" \druids,commies,WLs,sin../ and dont play others. Nerf rads is a terrible mistake!. Like cevaceva62 said lot ppl have 20k and more hp and its difficult heal if they will nerf, comon guys we know they are essencial piece for do raids; always need radiants for do form save, they deserve heals up and some atacks for grind good because its really difficult level up and play with them outside raid.

Elems too, all them change to druids because they are "0p" or avengers but not much as druids.

Forsaker all them changed to mystic but in pvp and raids they are lot strong with his defbuff and totem, and make more easy kill boss fast, but not have good heals like mystic.

For be perfect need study and rebalance classes.. or some partys will be imposible to do. And ppl will change to "strong" classes,they dont want play with "weak"classes.
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#9 Sparda

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Posted 27 January 2014 - 01:04 PM

wheres that video??


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#10 tally

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Posted 28 January 2014 - 11:02 PM

To be fair in Guild Wars 2 every class has a heal, and there isn't really a dedicated healer. That works well.

 

At least, there's not a class that can heal well, but do squat-all else!

 

But this isn't GW2, cos then there would be staff and content and nice things like that!

 

The one class on the list that does not need better heals is the mystic.

 

Only HoT will see a real benefit from the boost anyways - rest of them all add 10% or so to the base heal and the major part of the heal will still come from the additional from magic attack and MND, so won't really have that much effect.

 

Radiants on the other hand have not been improved, and really could do with better heals IMO, now people can have so much HP. And to let non +30 rads have a chance at the higher dungeons. Got to remember the original skill trees we are still using were never designed to go past L71 really...

 

The problem with playing a non +30 rad is choosing between having HP and resistance, and having decent heals. It is not possible to compromise at +15 or so.

 

If heals were a little better then you could put a little more into survivability.


Edited by tally, 28 January 2014 - 11:02 PM.

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#11 cevaceva62

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Posted 29 January 2014 - 12:13 PM

I don't really see how it comes down to having more hp or less resist?

If you have resist you can have less hp, you won't be as squishy.

 

Get a theme neck, ball 2, CON jewels and at +15 with those, you kick ass...hell I don t even have the jewels at +15

At 12k hp with full resist, you re good to go, a pot here and there in AOS, mana shield in case of emergency and you make it...PVP on the other hand is a different story.

 

The trick is to get things right from the start and not dilly dally with crap gear and invest in it.


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