Stats Revamp 1.3 - Electricity Feedback!

Discussion in 'Stats Revamp Archive' started by Avair, Feb 10, 2017.

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  1. Celestial Powers Committed Player

    No... Power Interactions are what make the power sets balanced and require your own player "skill" to use correctly (Some more than others). If Nature loses the pheromone PI - it's bread and butter in exchange for simple one ability does a 8 man HoT or Blossom becomes an 8 man heal, well good luck to you developers.

    Even with all the power interactions on live for healers, Electricity has no where near the potential of Nature or Celestial.

    Losing functionality in abilities is the last thing to be thinking is OK.
    • Like x 3
  2. Trexlight Devoted Player

    Im not disputing the skill part, not at all. Im only going by the trend Im seeing here in the Revamp. Again, i may be wrong about Nature, Ill have to wait and see. But whatever is lost something else is gained so yeah, if it loses the PI interaction then another heal will become stronger to compensate. Doesnt mean its a bad thing. Im not sure why the Devs are doing it this way but its just a change to get use to. As long as it heals and everyone gets health it'll be fine. Also, the powers still keep their uniqueness even without the interaction but of course, i gotta wait for Nature to make sure thats a true statement it being another HoT power.
  3. CrappyHeals Devoted Player

    I'm am not liking what they are doing to healing. I love healing is great. The range changes they made were a great step to making all the powers more well rounded but removing things they did I really don't like.

    Healing was fine on live. Just make some improvement to elec and sorc could have used maybe a 8 man heal. Healing as a whole has really gone down hill in his update and I'm not to happy about that.
    • Like x 2
  4. Mepps Sr. Community Manager

    New changes hit the test server today:

    • Recover - A new ability that will heal you and up to 3 of the most injured group members.
    • Electroburst - Now damages and heals in both roles with the healing going to you and up to 7 group members within a 25 meter range (the same as Galvanize).o Known Issue: The tooltip says this heals you and 3 others instead of 7
    • Overcharge
    o Reduced the power cost and changed it so that damage over time effects can now set off the explosion.
    o Added healing to the explosion in Healer Role.
    • Arc Lightning – Increased both damage and healing output
    • Like x 8
  5. Jacob Dragonhunter Steadfast Player

    • Like x 1
  6. Celestial Powers Committed Player

    We did it testers! Well, we did something!
    • Like x 8
  7. hotsizz1e03 Committed Player

    The power of the community! I LOVE IT! WE LIT! UNITY!
  8. Celestial Powers Committed Player

    I think we'll have to accept that the Bio Charge PI won't ever return, whilst it's gone judgement can still be done on the updates that are being bought out and numbers being balanced on those. As of now I think electric has been given plenty of reliable heals, we just need to increase metrics outside of ability functionality.

    Arc Lightning:

    Slight increase in healing, I saw it crit for 5.5k at 19000~ resto. Overall I still think it needs a healing number buff due to it's unreliable nature. I think the cooldown is OK since you have other abilities you can heavily rely on now.


    Big increase in healing, 4k non crit and about 7.6k crit. Nothing more needs to be done with this power; strong, fair cooldown and requires a little positioning knowledge.


    The healing is way too weak, this is basically now Sorcerys old Transmutation except you can target multiple ads to explode and heal. The problem with this is that the set up time is way too long for the 'bang for your buck' - I hit overcharge on 1 ad, I need to hit it 3 times for the heal to go off which at my resto was 1200s~ non crit AND it has a weak range but I think the range should remain the same but the healing greatly increased, no one will use this ability unless they want to do damage but what's the point in doing damage if your healing numbers are a liability and could cause deaths?


    Basically old Electroburst.

    Existing Issues:

    All healing abilities are still way too weak in comparison to their cooldown/power costs. Despite having numerous ally targeting heals they heal very little and then you need to wait 3/6/18 seconds to use them again... Please stop restricting us on cooldowns and power costs, combined with weak healing it just feels spamming is necessary and everything ends up on cooldown to make sure people survive. Either restore our restoration/ability strength back to what it was before the NPC Damage change or reduce the power costs and cooldowns.

    These numbers won't cut it in hard content, heck even the group that tried DWFn on test at CR 180-188 couldn't beat the raid. Remove the Olympus raid or all easy raids and force people to do hard content so we can get real insight as to what the numbers need to be.

    Now to the Sorcery thread... Oh boy does it need work.
  9. Karasawa Loyal Player

    I agree that the 3s CD on Voltaic Bolt feels weird. It makes you want to spam it when you have power even though that would be pointless with the burst damage component being reduced so much. It also really bugs me that 2 Tesla Balls in 12 seconds is better than 2 Voltaic Bolts over the same time period.

    Right now, if you have enough power you can spam E. Bomb and get a DPS boost for it. It creates a meaningful choice for us between damage and power efficiency and I like that. However, even with unlimited power we'd get virtually no DPS boost from spamming VB. So like I said, it just feels weird.
    • Like x 2
  10. hotsizz1e03 Committed Player

    Tesla Ball has ALWAYS been better than VB on test.. On a 12 sec average.. I think guys need to utilize your placement or rotations.. Use ELECTROCUTE or second TEsla ball as a MEASURE of when your VB needs to be used again.. Training your brain not to use VB is a part of a skill.. Not sayin youre lacking skill, im simply pointing out its not VIABLE for OPTIMAL DAMAGE at longer cooldowns for newer enemies that come into play.. Personal feelings and play style shouldnt bring down OPTIMIZING the power AS A WHOLE.. We simply MISS out on possible DAMAGE with longer cooldowns.. Bcuz it certainly doesnt encourage me to spam VB like a maniac, just bcuz its available lol

    What do you mean? Im Curious
  11. krytine Loyal Player

    Ok devs several of my big concerns you have addressed i cant wait to get off the road and get home and test some of the damaging healing changes you have made. I still have two things that are a concern for me on the healer side.
    1. Either teslaball or electrocute to also have a healing side to them
    2. A supper charge builder that works in conjunction with a healing ablity

    Again thank you for addressing things i am really looking forward to them
    • Like x 2
  12. Karasawa Loyal Player

    Normally, if you used Electrostatic Bomb off cooldown every 3 seconds you would do a lot of damage but run yourself dry after a few rotations. So in order to maintain your damage per second it is better to hold off on using E. Bomb until you have enough power to fit it in your rotation. Thus, Power is a limiting factor to E. Bomb's damage per second.

    But let's say your troller just popped a supercharge, or someone laid down a supply drop which boosts your Power temporarily. You could then decide, "lol I have so much power right now so I'm just gonna go ham and spam E. Bomb / Voltaic Bolt over and over again!"

    In this hypothetical, spamming E. Bomb would net you a much larger damage increase than Voltaic Bolt. This is because E. Bomb does all its damage over 3 seconds while VB needs 12 whole seconds to do all of its damage. This means that more Power = more damage for E. Bomb, but *not* for VB. Which is sad, because I think of VB as being the cornerstone ability for Electricity.. it's the epic SHAZAM lightning bolt from the comics so I want it to be more impressive.
    • Like x 4
  13. Celestial Powers Committed Player

    Also, why on earth does Bio Capacitor still have an 18 second cooldown? >_>
  14. Elusian Crowd Control

    I agree they need to cut some of these content away especially Olympus. Maybe back to Tier relevant focus testing. The content difficulty still seems to vary a lot.

    DWFe and Throne Elite should get a hard test as what groups have to endure on max situations. If those normal versions causing already a struggle you gotta bet this gonna backslash with live as groups keep failing over and over in the process to gear up. When they cant even beat +20 CR over the given entry DWFn ... oh boy ^.^

    Oly isnt comparable, it's way too easy, in fact Oly runs where always faster than UT even.
    • Like x 3
  15. Ringz Dedicated Player

    This sooo much.
    • Like x 1
  16. hotsizz1e03 Committed Player

    YEA Zeus fight was under whelming, no real special effects, no GODLINESS. I was expecting some massive epic AOE. Even Ares was tougher than ZEUS how did that happen? LOL.. Yea i agree ELITE content has to be STRESS TESTED as well, in order to find out how well these powers are ACTUALLY performing underpressure..

    I still love this game tho.. Not hating..
  17. hotsizz1e03 Committed Player

    THIS i agree with!!! TAKE THIS LIKE SIR! Yea VB is tricky. VB is still underperforming.. EBOMB is a major power issue at 3sec CD, but we love the damage from it.. SO IDK.. Cuz if i have to wait to use a move in my loadout bcuz its too taxing on my power, i might as well add a 35% move in my loadout..
  18. CrappyHeals Devoted Player

    Power two trolls solves that issue. After this update goes live i have a feeling we'll see more 2 troll raids cause it will be more efficient for dps so they can use the best loadout they have.
    • Like x 1
  19. CrappyHeals Devoted Player

    The update to overcharge sounds interesting.....i hope its good cause the electrified side and a 3 dot loadout defiantly needs some help. I'm looking forward to testing this later!!
  20. Aqua Surge Loyal Player

    The update said that Arc Lighting got a buff in both roles due to the new splitting rules. So does this mean our Arc Lighting is splitting the damage now? or did it get stronger?

    can someone post vids of how oc works now? is it an aoe power now? or single target with explosive damage?
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