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

  1. #46
    Ascendant LOveRH's Avatar
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    When i saw this thread i thought it was a joke... omg they are serious?

    How is 7% at all going to fix chloros in pvp? Apparently the game designers haven't played a chloro in pvp post 1.7.

    I think that upsets me the most is that they don't even make it 10%. Everyone is has been waiting very patiently for a fix and ... its 7%? Wtf? Pretty good troll guys, pretty good.
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  2. #47
    Rift Disciple Ramen Sama's Avatar
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    Band aid fix for chloros..... no fix for our gear. Makes perfect sense.

  3. #48
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    yeah bandaid fix

    bandaid over a bullet wound
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  4. #49
    Rift Disciple Azeula's Avatar
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    You did what to my pyro? What's that? Nothing you say?

    ... Very good sir, carry on.

  5. #50
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    Hey Daglar... you know when it was said that Rogues were intended to be made as formidable opponents as Warriors?

    I was just wondering - do you think Chloromancers should be regarded an equal asset to a team as Cleric healers are generally perceived? (though of course mechanically very different)

    May I also ask if you feel that changing Chloro healing output to calculate healing output pre-valor would be too excessive?
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  6. #51
    Prophet of Telara Xenoheart's Avatar
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    The easiest fix is so simple I dont know why they aren't doing it. Make healing output be based on pre-valor damage, since cleric healing does not take valor into consideration at all. In this way any changes they make in the future will not require additional "adjustments" like the proposed one. This would solve all our problems, be 100% fair, and works best for anything in the future. Do it.
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  7. #52
    Ascendant Zaros's Avatar
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    Both Bard, and Chloro healing should be calculated pre-valor damage reduction.

    The reason simply being that in the PvP metagame, there is only one viable healer for self, ST and raid--Clerics.

    This results in Warfront matches being naturally imbalanced towards the side that has more Clerics because their DPS is as competitive as any other calling's, and their healing is significantly better.

    Fix Bard and Chloro healing to be calculated pre-valor redux, and you'll see a large improvement in the quality of life for anyone who PvPs.
    ~Quiescent

  8. #53
    Prophet of Telara Berzz's Avatar
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    Its kind of unfortanate the mage community and the repetitive "I will give you news on chloro updates when I can" purple named posts got us all excited and our hopes up for some exciting chloro changes.

    IT really sounded dull when we hear " hey guys, you have 7% more healing in pvp "

    There is many problems in chloro, but I feel the time used to figure out that special #7 could have been used more effectively to take mages out of the pyro/lock funnel.
    Last edited by Berzz; 03-10-2012 at 07:53 PM.

  9. #54
    Rift Disciple Gordonfreman's Avatar
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    Quote Originally Posted by Berzz View Post
    There is many problems in chloro, but I feel the time used to figure out that special #7 could have been used more effectively to take mages out of the pyro/lock funnel.
    As far as I understand their reasoning:

    Patch 1.7 introduced higher valor levels raising the passive mitigation by most players by 7%.
    This "fix" is in order to revert the healing done by Veils back to Pre-1.7 levels.

    It is not a revamp or adjustment to chloromancer pvp beyond that.

  10. #55
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    Quote Originally Posted by Gordonfreman View Post
    As far as I understand their reasoning:

    Patch 1.7 introduced higher valor levels raising the passive mitigation by most players by 7%.
    This "fix" is in order to revert the healing done by Veils back to Pre-1.7 levels.

    It is not a revamp or adjustment to chloromancer pvp beyond that.
    Chloro healing went to the crapper the moment valor was introduced.

  11. #56
    Plane Walker
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    Chloro has Bloom, Flourish and Essence Surge - direct heals are the only useful heals.
    LGV is absolutely pointless.
    I'd say maybe Void Life needs a big PvP buff, not LGV itself.
    Or Zaros has a good point - Chloro LGV heals should be based on the full non valor reducted damage.
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  12. #57
    Sword of Telara
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    Veil healing is reduced by 50% due to valor. It requires 100% PVP bonus to get where PVE healing is. I'd like to have some of the stuff you were smoking when you came up with that 7%

  13. #58
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    obviously chloromancer healing needs a boost, but would it be balanced if it 100% got around valor to match its pve outputs, since these outputs are the only balance factor in pve to balance around (chloro strengths like its ability to dps while healing, and secondary defensive abilities in lock and dom aren't factored in I mean)? It seems like there would need to be a few other adjustments if this happened, but maybe someone with more exp with the spec can share their thoughts....
    Last edited by Inixia; 03-11-2012 at 02:58 PM.

  14. #59
    Telaran
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    Now we see who's pulling the strings. Looks like Daglar has Kervik spun up doing other useless **** instead of working on fixing us in pvp.

    It's funny - people who play the other classes wish their developer was more like Kervik. Yet if you take a look at, say rogues, they have faceroll 1 button specs that top the PVE charts, and have the best PVP DPS specs. Clerics have faceroll -icar specs that do insane damage and healing, and are by far the best healers. Warriors have faceroll 1 button specs that top the PVE charts and are the best tanks.

    I kinda wish we had the rogue dev as our developer. He may ignore us for a long time, but when he fixes things he makes the class insanely OP and leaves it that way.

  15. #60
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    Quote Originally Posted by Gordonfreman View Post
    As far as I understand their reasoning:

    Patch 1.7 introduced higher valor levels raising the passive mitigation by most players by 7%.
    This "fix" is in order to revert the healing done by Veils back to Pre-1.7 levels.

    It is not a revamp or adjustment to chloromancer pvp beyond that.
    I think it was increased by ~7.5%. I believe the increase to heal would actually need to be around 15% to reach pre-1.7 levels, given the current mitigation. This is assuming the current max valor is 1435 (~57.4%) vs. the old max being ~49.9% (correct me if I'm wrong).

    The "better" fix might be to just let the heals at least bypass 50% of the valor (which would be an increase over the pre-1.7 levels). Ideally, the healing should bypass all valor by calculating healing before valor reductions.
    Last edited by Adastra; 03-12-2012 at 09:02 AM.

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