Rich Waters Post on Cleric Board
Posted: August 23, 2002, 10:01 am
http://eqcleric.gameglow.com/forums/sho ... adid=11173
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Lately, we've been working up some changes to help balance out the cleric class. This is important to get done before Planes of Power, as it's the foundation for the growing role of priest classes in the future of EverQuest. The goals behind these changes are to -
- Provide clerics with useful group and raid roles as other priests gain raid quality healing
- Decrease the cleric's mandatory dependancy on grouping for any reasonable gain
- Increase the level of variety and interest involved in playing a cleric
The first part of the change was to add the following spells -
- Hammer of Judgement - CLR/56 (summon a hammer with a powerful and frequent proc effect)
- Yaulp V - CLR/56 (self only melee and mana regen buff. Adds haste, dexterity, mana regen, and stamina regen)
These spells are useful in allowing the cleric to do a new form of combat damage. Clerics use the new Yaulp spell to gain melee haste, standing mana regeneration, and increased Dexterity. This helps out a great deal by allowing the cleric to use their new summoned hammer at peak efficiency.
The summoned hammer is a unique weapon in that it has a very high proc frequency, doing 75-150 damage per proc. This allows clerics to do reasonable melee style damage by relying on the procs alone. The cleric's pet "Unswerving Hammer of Faith" has had it's mana cost and casting time lowered, as well as it's effectiveness upgraded. The hammer pet cannot be riposted or effected by spells, though it is rapidly killed if no one is tanking for it. The hammer pet still poofs after each combat, but for the new price of 250 mana, it adds an amount of damage that's very competitive with other damage-over-time spells.
Using Yaulp + the Hammer of Judgement, the cleric begins to be effective in toe-to-toe combat. Other supporting spells available to the cleric are his low cost summoned pet, and the Mark of Retribution/Mark of Karn spells. Using a combination of these spells, along with the clerics excellent buffs give surprisingly good results. In testing, clerics have been effective soloing the entrance to Charasis and Chardok, grouping in a number of high end dungeons, and even making reasonable experience as a two-cleric duo in Cazic-Thule.
This upgrade allows clerics a new style of relatively effective soloing, as well as some excellent options to add value in groups. While this may not be sufficient to get clerics into groups by itself, it does add significant value and allows even multi-cleric groups to be profitable. Fairly extensive play-testing, both by game designers and clerics on test have proven these spells to be effective, and perhaps more importantly, very entertaining to use.
In addition to the added spells, we'll be trying out the Bash skill for Clerics, beginning at level 25. While this skill will cap out lower than their melee counterparts, clerics should still get a decent amount of value out of this addition. It adds a bit of damage as well as a free chance to stun opponents. This also works well with the recent improvements to shields on Test, that give a meaningful boost to armor class, in addition to a chance to block incoming blows.
The following heal spells were added to the cleric class -
- Ethereal Elixir - CLR/60 (group version of the Celestial Elixir heal-over-time spell)
- Ethereal Light - CLR/58 (upgraded version of Divine Light single target heal)
- Ethereal Remedy - CLR/59 (upgraded version of Remedy single target heal)
These spells are not expected to add a great deal of power to clerics, as clerical healing is already more than sufficient. These spells are all minor but useful upgrades to existing clerical heals. The goal with these spells is to round out a cleric's healing versatility and allow them to tailor their memmed healing line-up to whatever adventuring situation they find themselves in. With this large selection of healing spells, clerics are able to fit various situations more efficiently than any other class.
It's important that clerics maintain their role as the premier healer of the game. Raid quality heals are being added for other priests to allow them to fulfill their role as secondary healers in most situations. Clerics have always been a healing specialist, but the situation has escalated such that many raid level encounters may not be undertaken without disproportionally large numbers of clerics. No other class has been able to fill in if a cleric is absent, and healing is too important of a role to allow one class to dominate it so completely. After these changes are complete, clerics will still be the very best of healers but other priests class are able to substitute to some degree.
Clerics are going to receive additional changes so that they have some abilities that makes them more sought after for grouping. The final ability choices will be made after this first set of changes is evaluated and tested more extensively. It's very important that clerics have an ability that makes other players say "I really want to invite a cleric because they can do X, and that will be really helpful." This is vital to the health of the class. All priests should offer a similar level of value in solo, group, and raid situations, and they won't be considered balanced until this is true.
We understand that there's a lot of trepidation at major changes, and fears that your class will become less valuable in the game. When the changes are finished, I think most people will be pleased and will feel that their concerns have been listened to and addressed. The health of all classes in the game is as important to the dev team as it is to the many people who've spoken up passionately about their concerns here on this board.
Thanks for your patience,
____________________________
Rich Waters
Lead Designer, EverQuest
Sony Online Entertainment
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Cleric responses confirm the fact that whiners and grief players are on every single class board. Still, interesting to hear from Rich though. This guy is really doing a great job.
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Lately, we've been working up some changes to help balance out the cleric class. This is important to get done before Planes of Power, as it's the foundation for the growing role of priest classes in the future of EverQuest. The goals behind these changes are to -
- Provide clerics with useful group and raid roles as other priests gain raid quality healing
- Decrease the cleric's mandatory dependancy on grouping for any reasonable gain
- Increase the level of variety and interest involved in playing a cleric
The first part of the change was to add the following spells -
- Hammer of Judgement - CLR/56 (summon a hammer with a powerful and frequent proc effect)
- Yaulp V - CLR/56 (self only melee and mana regen buff. Adds haste, dexterity, mana regen, and stamina regen)
These spells are useful in allowing the cleric to do a new form of combat damage. Clerics use the new Yaulp spell to gain melee haste, standing mana regeneration, and increased Dexterity. This helps out a great deal by allowing the cleric to use their new summoned hammer at peak efficiency.
The summoned hammer is a unique weapon in that it has a very high proc frequency, doing 75-150 damage per proc. This allows clerics to do reasonable melee style damage by relying on the procs alone. The cleric's pet "Unswerving Hammer of Faith" has had it's mana cost and casting time lowered, as well as it's effectiveness upgraded. The hammer pet cannot be riposted or effected by spells, though it is rapidly killed if no one is tanking for it. The hammer pet still poofs after each combat, but for the new price of 250 mana, it adds an amount of damage that's very competitive with other damage-over-time spells.
Using Yaulp + the Hammer of Judgement, the cleric begins to be effective in toe-to-toe combat. Other supporting spells available to the cleric are his low cost summoned pet, and the Mark of Retribution/Mark of Karn spells. Using a combination of these spells, along with the clerics excellent buffs give surprisingly good results. In testing, clerics have been effective soloing the entrance to Charasis and Chardok, grouping in a number of high end dungeons, and even making reasonable experience as a two-cleric duo in Cazic-Thule.
This upgrade allows clerics a new style of relatively effective soloing, as well as some excellent options to add value in groups. While this may not be sufficient to get clerics into groups by itself, it does add significant value and allows even multi-cleric groups to be profitable. Fairly extensive play-testing, both by game designers and clerics on test have proven these spells to be effective, and perhaps more importantly, very entertaining to use.
In addition to the added spells, we'll be trying out the Bash skill for Clerics, beginning at level 25. While this skill will cap out lower than their melee counterparts, clerics should still get a decent amount of value out of this addition. It adds a bit of damage as well as a free chance to stun opponents. This also works well with the recent improvements to shields on Test, that give a meaningful boost to armor class, in addition to a chance to block incoming blows.
The following heal spells were added to the cleric class -
- Ethereal Elixir - CLR/60 (group version of the Celestial Elixir heal-over-time spell)
- Ethereal Light - CLR/58 (upgraded version of Divine Light single target heal)
- Ethereal Remedy - CLR/59 (upgraded version of Remedy single target heal)
These spells are not expected to add a great deal of power to clerics, as clerical healing is already more than sufficient. These spells are all minor but useful upgrades to existing clerical heals. The goal with these spells is to round out a cleric's healing versatility and allow them to tailor their memmed healing line-up to whatever adventuring situation they find themselves in. With this large selection of healing spells, clerics are able to fit various situations more efficiently than any other class.
It's important that clerics maintain their role as the premier healer of the game. Raid quality heals are being added for other priests to allow them to fulfill their role as secondary healers in most situations. Clerics have always been a healing specialist, but the situation has escalated such that many raid level encounters may not be undertaken without disproportionally large numbers of clerics. No other class has been able to fill in if a cleric is absent, and healing is too important of a role to allow one class to dominate it so completely. After these changes are complete, clerics will still be the very best of healers but other priests class are able to substitute to some degree.
Clerics are going to receive additional changes so that they have some abilities that makes them more sought after for grouping. The final ability choices will be made after this first set of changes is evaluated and tested more extensively. It's very important that clerics have an ability that makes other players say "I really want to invite a cleric because they can do X, and that will be really helpful." This is vital to the health of the class. All priests should offer a similar level of value in solo, group, and raid situations, and they won't be considered balanced until this is true.
We understand that there's a lot of trepidation at major changes, and fears that your class will become less valuable in the game. When the changes are finished, I think most people will be pleased and will feel that their concerns have been listened to and addressed. The health of all classes in the game is as important to the dev team as it is to the many people who've spoken up passionately about their concerns here on this board.
Thanks for your patience,
____________________________
Rich Waters
Lead Designer, EverQuest
Sony Online Entertainment
-----------
Cleric responses confirm the fact that whiners and grief players are on every single class board. Still, interesting to hear from Rich though. This guy is really doing a great job.