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  Click here to go to the first Rift Team post in this thread.   Thread: Chloro + 7% pvp heal bonus

  1. #16
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    Quote Originally Posted by Zaros View Post
    7% is a good start I guess, but it won't be nearly enough ATM.
    Also, ignore any baddie rogues complaining about chlorodoms, they're just not specced right.

    Also though, Bards say hi
    Maybe you should ask for this for bards... LOL

  2.   Click here to go to the next Rift Team post in this thread.   #17
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    Quote Originally Posted by Caution View Post
    at least 3 new skills need to be added to make chloro viable in pvp.
    We will not be adding new core abilities to the Chloromancer in 1.8

    I understand that is not what you want to hear - but it is not something under consideration at this point in time. I wanted to step in now and manage expectations regarding that.

    ~Daglar
    Lead Game Designer: Rift

  3. #18
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    Quote Originally Posted by Shadowprison View Post
    Buffing Chlorodom means less chlorodoms...

    What?

    Nerf spark, and squirrel, viola more specs.

    You can't buff chloro while Dom is so attrociousy OP, otherwise you make C/D more godly.
    Nerf spark, and squirrel, voila no specs.

    Watch out, instead of healing for 200hp per 2sec cast they will now heal for 214hp! OMFG OP! And loool @ OP doms... because CC in this game is so OP, right?

  4. #19
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    Make it a flat 10% while affecting 10 people and it would suffice imo.

  5. #20
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    Or, you know, generate its healing from pre-Valor numbers, but that makes sense. :P
    -Rilgon @ Deepwood (US)

  6. #21
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    Quote Originally Posted by Zerromi View Post
    Or, you know, generate its healing from pre-Valor numbers, but that makes sense. :P
    That would probably generate too much consistent healing.

  7. #22
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    Quote Originally Posted by Daglar View Post
    We will not be adding new core abilities to the Chloromancer in 1.8

    I understand that is not what you want to hear - but it is not something under consideration at this point in time. I wanted to step in now and manage expectations regarding that.

    ~Daglar
    Lead Game Designer: Rift
    All I want is for 44+ chloro to be in any way remotely similar to 51-point chloro. (Which is to say: I think Void Life and the direct heal should be in by 44ish, with 51 offering skills which are awesome but which don't completely replace your rotation.)
    You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Got ideas for improving the RIFT community? Feel free to PM me. Just came back? Welcome back! Here's what's changed. (NOTE NEWer URL)

  8. #23
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    Quote Originally Posted by Daglar View Post
    We will not be adding new core abilities to the Chloromancer in 1.8

    I understand that is not what you want to hear - but it is not something under consideration at this point in time. I wanted to step in now and manage expectations regarding that.

    ~Daglar
    Lead Game Designer: Rift
    If you happen by this thread again, would you also care to clarify if 'adding new core abilities' also includes not changing any current abilities besides the percentage healed? Withering vines for instance....is still useless on the PTS.

  9.   This is the last Rift Team post in this thread.   #24
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    Quote Originally Posted by Macadami View Post
    If you happen by this thread again, would you also care to clarify if 'adding new core abilities' also includes not changing any current abilities besides the percentage healed? Withering vines for instance....is still useless on the PTS.
    Modifying existing abilities isn't out of the cards. If that is on Kervik's radar and he wants to make a modification to said ability I won't oppose it unless its outlandish

    ~Daglar
    Lead Game Designer: Rift

  10. #25
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    Quote Originally Posted by Daglar View Post
    Modifying existing abilities isn't out of the cards. If that is on Kervik's radar and he wants to make a modification to said ability I won't oppose it unless its outlandish

    ~Daglar
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  11. #26
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    Quote Originally Posted by Shadowprison View Post
    Nerf spark, and squirrel, viola more specs.
    So... by nerfing abilities...you make the other specs more viable?
    Are you...high?

  12. #27
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    Its honestly upsetting and a slap in the face to even have something like this proposed and put out as a chloro pvp fix. We were dragged on for weeks on the pretense that the chloro pvp heal problems were noted and were being on worked on. One would assume by the length of time it took that it was being looked at and tested carefully and thoroughly.

    So when a proposed fix is 7%, i would have to say that is insulting and I rather get no change at all.
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  13. #28
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    Quote Originally Posted by Daglar View Post
    Modifying existing abilities isn't out of the cards. If that is on Kervik's radar and he wants to make a modification to said ability I won't oppose it unless its outlandish

    ~Daglar
    Lead Game Designer: Rift
    We heal well in PvE. Just need need the same juice you put in clerics mana tonics.

  14. #29
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    Yeah this is a very disappointing update.
    7% PvP heal bonus is nowhere near enough to help chloromancer.

  15. #30
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    Quote Originally Posted by TheRealKillian View Post
    Its honestly upsetting and a slap in the face to even have something like this proposed and put out as a chloro pvp fix. We were dragged on for weeks on the pretense that the chloro pvp heal problems were noted and were being on worked on. One would assume by the length of time it took that it was being looked at and tested carefully and thoroughly.

    So when a proposed fix is 7%, i would have to say that is insulting and I rather get no change at all.
    Agree 100%, I am demoralized and have lost about all faith in Trion after this.
    Landslide - Greybriar. ( Vendetta )
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