Are characters from before reborn broken?

As a paladin I can confirm that with full +4 armor and weapon, I need a healer for almost every boss. The exceptions would be mabye the dungeon troll and the first boss of airship(because I get one To 3 shot)

Note that this is without kiting, and if I wanted to and didn’t have to worry about agro I can kite any enemy no matter the dmg they do for a unlimited time, barring arm fatigue or loss of controller tracking.

Also since Riley mentioned healers could be good for topping people off, if u get hit Witt a stray poison pool or orb it’s a one shot on any decent tier shard

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ya kiting is and will never be the most optimal strat, hence why its not a big deal imo…

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Sooo conclusion from this thread?
Healer dps buff?
Warrior survivability nerf?
Adding healer required mechanics?

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Class balance is hard, I imagine they’d have to think on it.

Just gathering information at this point…but most likely a combination of giving the Musketeer in particular a bit more to do even if their healing is not needed (e.g. buffs or DPS increase), increasing healing a bit, increasing Warrior shield regeneration time a bit, re-adjusting some of the shard mechanics to not be one-shot kills, and then as we head into Raids looking at more things like bleeding mechanics and guaranteed raid-wide damage to give healers a definite role in the fights.

But it will probably be a week or two before we roll the first part of that out and I need to do some more thinking/math.

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I would like to add that Palladin self heal is way to high. It heals between 50% and 75% of the total health, making any healers job hard, as they usually spend there heal at the same time as the paladin.
Would probably be better if it was a form of regeneration then one massive heal. Then healers would be the ones bringing palladins to full health and Palladin could slowly regenerate inbetween heals

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I actually think that this is fine the way it is; if a healer is healing when they don’t need to be it’s a skill/coordination issue, having played both Paladin & Musketeer on low level shards. So long as the paladin isn’t being face-rolled by the boss for overtuned damage, I think it’s a good balance. :man_shrugging:

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I think when you nerf tanks down or something like that way, lower experienced Teams will be in trouble.
I would like to see that the Musky can give Buffs to the Team and just add Boss Mechanics (on new Dungeons or Raids or whatever) which requires healing, like Mistkeeper.

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yeah, I don’t think nerfing tanks would be a good solution, would be too much trouble for newer and less skilled tanks. part of the problem is probably also the fact that we’re really experienced and skilled tanks.

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Cleanest solution to all this imo

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No ideas for making paladins be able to tank bosses with tank busters on a high shard? Using hammer raise combined with atleast one other paladin only damage mitigation thing + bard shield + mana shield leaves me around half health. Then each hit after will do 1/4 to 1/3 my health, making actually tanking impossible with kiting 90% if he time

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Well bringing the Warrior a bit more in line to the Paladin in terms of how much damage they can mitigate via the shield (e.g. their shield is down for longer) will probably force us to re-examine how much damage the boss is doing to all tanks and/or increase healing, so that will help with this as well.

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I don’t think that is a good solution, taking that extra damage is going to be really horrible for a lot of trash packs. you do definitely need a healer for the bigger trash packs and on higher levels, a lot of the time you just barely survive.

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Sure. As I said I’m not exactly sure what we’re doing yet and if we do something along those lines, we will have to adjust other things (e.g. the amount of incoming damage a tank should be able to handle / how much external healing is available) to compensate.

I just did some testing with the defense from hammer raise for paladin and it’s not powerful enough. it brought the damage taken down to about 35% of the total damage while a warrior can completely negate that damage with just a slither of the shield left.
I personally don’t think the warrior is badly balanced at the moment tho, I think it’s in a good spot. I would rather see a buff to the hammer raise defense for paladin, maybe even have it simply block all damage for the next hit.

Ofc also bring some more need to healers, but not by nerfing the tanks

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also on high shards i struggle with packs with more than 2 elites, i can barely scrape through when there are 2 elite mele hitters, but once i hit three its a rush to kill one, and since we are burning heals so fast even if we get the one kill i go down anyways

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those packs are pretty much impossible as a warrior as well, shield goes down after 2 hits from each of them then I die pretty much immediately after.

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I’ll just leave this here…

yea, almost all of our wipes are from trash, we rarely wipe on bosses no matter the lvl unless me mess up horribly(except my arch enemy the chaos purity)

if i remember correctly the mechanics on the dungeons are pretty simple because they are meant to be lvling dungeons, with a seperate 4 as end game dungeons, but those other 4 were never added

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The plan was always to start with 4-5 dungeons, have shard dungeon modes for those, then add an additional set of dungeons in content patch one. Which is still the plan.

My assumption is that part of the difference is that most mutations no longer apply to bosses and apply instead to trash.