Kumary wrote: » In regards to my concern about the loading/channeling of the skills to complete and comparing them with just the auto-attack from the spear (which is pretty quick) I hope it can balance out in a good way to heal in comparison to the faster-paced weapons....not sure I'm making any sense lol
bloodprophet wrote: » [*] I could be totally wrong about this, but it seems like Castigation is meant to be the spammed ability for low level Clerics. If that's the case is the design subverting the traditional idea of a caster healer in the back to more of a frontline melee? There are many casted abilities shown, but again I'm thinking of the low level combat loop and what Clerics spam when all the other abilities are on cooldown or when players are flustered. In one of the early videos they talked about this and making their version of cleric of of an up front in the mix of things play style. So maybe this is an early example of things to come.
Damokles wrote: » I dont think that you want to spam any abilities in Ashes. If you watch closely during the combat videos like the one were Steven etc...
ireri wrote: » For a low level healer, it seemed a little damage heavy honestly. If the point is to have folks group up, then healers should have difficulty soloing just like DPS classes and tanks. Healers will be desired in groups, but healers also need incentive to join groups. Don't let healers be able to solo easily if you want to focus on group content. When it comes to abilities, if the healer has time to do damage in addition to healing then there aren't enough mobs in camp. If a full group should have a tank, add tank, support, healer and DPS, then have the healer focus on healing. There are literally at least 6 other folks doing damage in a full group. Let a support class be the one to combine DPS and off-heal. Make the healer class meaningful and necessary so folks don't zerg through everything with DPS only. I agree with the statements about resource management. Please, please let there be thought involved in the class and not spam healing. There is nothing more boring as a healer than spamming heals with no thought given to resources. Make the players weigh their choices; the quicker the cast the higher the resource usage. * Is there time for the slower, more powerful heal on the tank at the rate they are losing health? * Is the tank good enough to keep all adds off the DPS so they don't squish while you cast a slower heal? * Will the squishy DPS last long enough for a moderate heal or should we burn massive resources for a quick heal? * How many folks are taking damage simultaneously? Is now the time for an AoE heal? * Will you lose someone in the time it takes to cast the AoE heal? * Is the tank high enough on health to survive any burst damage so we can top off the squishies? * Is the add tank good enough at picking up strays that the DPS can survive being at less than full health? Adding DPS abilities at higher levels when there is specialization makes more sense than at the lower levels. This the the healing class, not a DPS class. Let folks specialize later if their play is more focused on damage with some healing thrown in. There is one Primary healing class as opposed to 6 other Primary classes that do DPS; have healers focus on healing.
apmax wrote: » I know they aren't final, but the animations seem relatively over the top and I think it would be better if they were toned down a bit. It's the fireball problem, jumping in the air and doing a whirlwind every time you cast a relatively common ability is way too silly in actual gameplay. Especially with the time to kill being 30s to 1 minute, casting one of these over the top jumping animation skills more than once in a fight seems likely and is just conceptually very silly.
ireri wrote: » * Is there time for the slower, more powerful heal on the tank at the rate they are losing health? * Is the tank good enough to keep all adds off the DPS so they don't squish while you cast a slower heal? * Will the squishy DPS last long enough for a moderate heal or should we burn massive resources for a quick heal? * How many folks are taking damage simultaneously? Is now the time for an AoE heal? * Will you lose someone in the time it takes to cast the AoE heal? * Is the tank high enough on health to survive any burst damage so we can top off the squishies? * Is the add tank good enough at picking up strays that the DPS can survive being at less than full health?
bloodprophet wrote: » Real question is. Does holy damage do double or triple damage to the flesh impaired?