Truncated version of original post (which was lost):
If you have ever tried playing a healer witout a rez you realize how much you suck along side one that has a rez. That's not right.
Priest definitely has armor restoration and so does bard. I would love to see mentalism get some love here on that front. Having armor on the tank definitely matters and being able to give them armor back helps a ton.
I would love to see some adjustment to make mentalism less tedious in regards to wave cycling (read as take less effort and get more effort to be on par with other healers). And now a list of mutually exclusive options on how to make mentalism better:
1. Add side bar passive ability so that activating a wave actives all mentalism waves on your bar (and puts them all on cooldown).
This would give mental a "wow" factor that it is currently lacking. You could scale this ability as a level 20/40/60 unlock or whatever so you keep getting an extra wave with each unlock. This would allow for 4 waves + 2 heals. There is a natural limitation in that you cannot build for all the waves at the same time anyway (go an count all the mod options!)
2. Add an active sidebar ability so that activing a wave makes the next wave have infinite duration (pay for it once with power/animation and it runs continually as long as there is power to sustain it and refreshes the effect effect with no animation or button press required).
In short you have one wave auto casting so you can cycle one for free and be lazy. Or you could cycle two waves with one of them being automatic. This would probably be a difficult one to program but another possible solution to fix things.
3. Make mental waves not have a linked cooldown.
This would be super simple and make a lot more sense imho. The mentalism build for support would just cast each wave when it is off cooldown. And you have 2 heals to cast when you need them.
Having the mentalism waves be linked for cooldown makes sense if they were amazing - but they aren't.
I wouldn't necessarily say my posts are negative. I am trying to achieve positive changes for the game as a whole. I want to see every class be cool in its own way and that most definitely isn't the case right now; I feel Citan needs to see that. I think it is one thing to say X is beter than Y; so Nerf X. Did I do that? I have tried to offer some realistic solutions to make healing more interesting overall. Some of those suggestions might be terrible in relation to the master plan Citan has for this game.
I don't consider priest to be fun when you look at the other options. Priest is either a "complete" picture to which all the other support classes should be adjusted so they can compete with it OR priest is too damn good because it can do everything (damage, heal and has massive utility). Go play any 2 non support priests and then go play support+priest. Why would you ever play a non priest support healer once you have tried priest? In a real world comparison most people don't want to bother with jury duty because that pays less than their job. What is fun about playing a sub optimal combination?
If all of the classes in this thread are meant to be full healing support options (maybe they aren't) they should be relatively equal in terms of being able to complete the task with some variations between to keep them interesting. Say you assign each class a # value for healing/prevention, damage and utility. It is not ok in my opinion to have one class have a total score of 18 when one of the other classes has a total score of 11. Maybe you disagree?
I really don't want to see priest get nerfed into something not fun but I think it might do too much right now. I would love to see playing each of the heal oriented classes be fun and rewarding because each one has something cool and unique. The bottom line is that some of the heal classes feel like they are 3/5ths of a complete picture when compared to priest. If everything but priest gets positively massively adjusted then priest as it stands right now would totally make sense.






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