Neverwinter

Player Patch Notes: General Healing Adjustments

Written by Asterdahl - Original post: https://www.arcgames.com/en/forums/neverwinter#/discussion/1256009/official-m19-healing-adjustments/p1

Since the launch of Module 16, we have been collecting your feedback and observing how the new

Player Patch Notes: General Healing Adjustments

Written by Asterdahl - Original post: https://www.arcgames.com/en/forums/neverwinter#/discussion/1256009/official-m19-healing-adjustments/p1

Since the launch of Module 16, we have been collecting your feedback and observing how the new healing paradigm has been playing out. With Module 19 we've made a number of adjustments to healing in general and the three healing paragon paths in order to address problem areas, improve the amount of viable power choices, create more of a distinction between single target vs group healing, and facilitate more engaging moment-to-moment gameplay. Channeling divinity or casting essence drain is just not fun, so we are doing away with all 3 healer paragon path's existing class mechanics. Natural resource regeneration has been increased to compensate for this change, amounting to about 50% of the current value of holding down channel divinity or essence drain at all times. This change will allow healers more time to attack with at-wills and allow for more mobility in combat. Each healer will receive a new class mechanic that focuses on marking and healing an explicit target with a powerful heal. The full details of each paragon path's new class mechanics can be found below.

Healing is general has been too easy for well geared groups/healers; in particular group healing is simply too resource efficient for teams that manage to stay in close proximity. There hasn't really been a distinction between between focused healing on a tank or other ally and healing the group as a whole. If group members are making mistakes and getting hit with unnecessary damage, it's not really taxing the healer at all in most cases. Some of the major changes we are making to address this is that each paragon path's major area targeted heal (bastion of health, divine touch, etc.) have had their magnitudes increased, but are now split among the number of targets healed. Meanwhile, at-will heals have been made much, much better, and the new class mechanic for each class provides a high efficiency single target heal. This is a big change, so please take some time to become acquainted with it, we believe there are more valid choices when selecting your spells now. Healing should feel more dynamic, with more opportunities for meaningful choices in combat.

Addressing the major divide that exists between well geared healers/groups and players with more modest loadouts is one of our goals with the healing adjustments. With these changes we aim to curtail the methods of increasing healing potential that we believe had gotten out of control. The major contributing factors to the disparity that existed between healers was the fact that critical healing was simply too strong and that healing bonuses on various passive abilities, like those on companion powers, were too powerful when compared with their item level; often dozens of times more powerful than simply increasing your power in the same slot. To address these issues, the critical severity on healing has been reduced to 50%, down from 100%. In addition, various sources of outgoing and incoming healing are being reduced to be more reasonable. These bonuses will still be better than an equivalent amount of power for the item level, but will be much closer.

Finally, we believe that the Warlock's Soulweaver paragon path was too wildly different from the Devout and Oathkeeper, making it hard to compete in some cases and significantly better in other areas. We also felt that their kit lacked a lot of meaningful choices, with many mechanics like curse feeling abandoned and out of place when choosing the Soulweaver path. As such, we've made some significant changes so that they are more comparable to the other healers, while focusing on ensuring that they still have a unique playstyle and flavor that sets them apart. The full list of changes for the Soulweaver path can be found below, but some of the major changes include: changing their resource pull to function more like divinity, moving the curse and soul puppet class mechanics from the base Warlock to Hellbringer; adding a new lifespark pet that assists with healing, a new feat choice that allows you to choose between focusing on providing heal over time or temporary hit points, and the rework and rearrangement of various powers.

There's a lot of changes to take in, but we hope you'll keep an open mind and try them out. As always, we will be paying close attention to your feedback!

Incoming & Outgoing Healing Adjustments

Outgoing and incoming healing bonuses have been reduced in order to be closer in value to receiving an equivalent amount of power per item level. Note that these healing bonuses still provide a larger increase to healing than simply opting for power for those item levels, as incoming and outgoing healing of course, do not increase damage dealt.

  • Incoming and outgoing healing bonuses on companion powers have been decreased at maximum rank from 10% to 3%. Lower ranks have been decreased proportionately.
  • Incoming and outgoing healing bonuses on boons have been reduced from 1% per rank to 0.5% per rank.
  • Incoming healing bonuses on tactical enchantments have been reduced to 2% at rank 15. Lower ranks have been decreased proportionately.
  • The incoming healing bonus from the guild stronghold boon "Incoming Healing Bonus" has been reduced to 8% at maximum effectiveness.

Devout Adjustments

The following adjustments have be made to Devout in accordance with the goals and solutions listed above.

Mechanics

  • Channel Divinity
    • After choosing the Devout paragon path, Channel Divinity no longer restores divinity over time.
    • Instead, Channel Divinity now has two functions:
      • Tap briefly to activate Mark of Divinity.
      • Hold down and release to activate Light of Divinity.
    • Mark of Divinity
      • Bestow a nearby party member with Mark of Divinity. This mark is only visible to you and increases the effect of your healing on the target by 5%. The effect remains until you or the marked target move more than 100' from one another.
    • Light of Divinity
      • Holding down Channel Divinity will heal the party member affected by your Mark of Divinity. The magnitude and cost of the heal increase the longer you hold down Channel Divinity, up to a maximum of 1600 magnitude for 120 divinity at 2.5s. You may continue to hold down Channel Divinity for longer to store the heal, but the effect will not increase.
  • Righteousness
    • In addition to its existing effects, righteousness now increases divinity regeneration rate. This increase is significant, and is equivalent to half the divinity regeneration rate increase that was previously granted by holding down Channel Divinity.

At-Wills

  • Soothe
    • Magnitude increased to 250, up from 50.
    • Divinity cost increased to 40, up from 10.

Encounters

  • Bastion of Health
    • Magnitude increased to 1500, up from 700.
    • Healing is now divided among the number of players healed.
    • Magnitude cannot be divide more than 5 times, i.e. has a floor of 300.
  • Healing Word
    • Duration of heal over time reduced to 18s, from 21s.
    • Divinity cost decreased to 220, down from 240.
  • Intercession
    • Dodging no longer has a chance to put this power on cooldown.
    • Magnitude increased to 1800, up from 1600.
  • Cleansing Light
    • Magnitude decreased to 300, down from 400.
    • Divinity cost increased to 150, up from 100.

Feats

  • Rhythm of the Heavens
    • In accordance with the changes to Channel Divinity, this feat has been completely reworked and is now called "Cycle of Prayer."
    • Cycle of Prayer increases divinity regeneration rate every 3 seconds. This effect stacks up to 4 times and is reset whenever any action consumes divinity.
  • Battle Prayer
    • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
    • The effect of Battle Prayer now reduces the cast time of your next Light of Divinity by 2s and decreases the divinity cost by 50.
    • The duration of Battle Prayer has been extended to 12s, up from 6s.
  • Persistent Guardian
    • Magnitude of heals increased to 600, up from 500.
    • Guardian may now cast 6 heals before dissipating, up from 5.
  • Light of Devotion
    • In accordance with the changes to Channel Divinity, this feat has been completely reworked and is now called "Gathering Light."
    • Gathering Light extends the cast time of Channel Divinity to 3s, and holding it to its full cast time now casts Gathering Light, healing the party member affected by Mark of Divinity and nearby party members for a heal of 1000 magnitude.
    • Light of Divinity may still be cast by releasing Channel Divinity before 3s.
  • Angel of Life
    • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
    • Angel of Life grants the effect of Angel of Life Ready which extends the cast time of Channel Divinity to 4s. Holding Channel Divinity to its full cast time now immediately activates Angel of Life, allowing the casting of healing spells without a divinity cost. The duration remains 12s.
    • You may only activate Angel of Life once every 180s, between uses, Channel Divinity functions like normal.
    • Light of Divinity may still be cast while Angel of Life Ready is in effect by releasing Channel Divinity before 4s.

Oathkeeper Adjustments

The following adjustments have been made to Oathkeeper in accordance with the goals and solutions listed above.

Mechanics

  • Channel Divinity
    • After choosing the Oathkeeper paragon path, Channel Divinity no longer restores divinity over time.
    • Instead, Channel Divinity now has two functions:
      • Tap briefly to activate Aura of Divinity.
      • Hold down and release to activate Hand of Divinity.
    • Mark of Divinity
      • Bestow a nearby party member with Aura of Divinity. This creates a mark on the target only visible to you and increases the effectiveness of your auras on the target. The effect among your party members and the effect remains until you or the marked target move more than 100' from one another.
    • Hand of Divinity
      • Holding down Channel Divinity will heal the party member affected by your Aura of Divinity. The magnitude and cost of the heal increase the longer you hold down Channel Divinity, up to a maximum of 900 magnitude for 140 divinity at 2.5s. You may continue to hold down Channel Divinity for longer to store the heal, but the effect will not increase.
      • Hand of Divinity applies a divine barrier, like other Oathkeeper healing spells, creating a shield equal to the value of the heal.
  • Oath of Devotion
    • In addition to its existing effects, Oath of Devotion now increases divinity regeneration rate. This increase is significant, and is equivalent to half the divinity regeneration rate increase that was previously granted by holding down Channel Divinity.

At-Wills

  • Cure Wounds
    • Magnitude increased to 250, up from 50.
    • Divinity cost increased to 40, up from 10.

Encounters

  • Divine Touch
    • Magnitude increased to 600, up from 350.
    • Healing is now divided among the number of players healed.
    • Magnitude cannot be divide more than 5 times, i.e. has a floor of 120.
  • Divine Shelter
    • Magnitude decreased to 200, down from 400.
    • Divinity cost decreased to 120, down from 180.
  • Bond of Virtue
    • Now transfers 50% of healing, down from 100%.
  • Cleansing Touch
    • Magnitude increased to 300, up from 200.
    • Divinity cost decreased to 40, down from 50.

Feats

  • Critical Touch
    • Now only triggers on casting a heal.
    • Now also grants automatic critical to divine shelter.
  • Sheltered Healing
    • Grants a 150 magnitude bonus to cure wounds cast on a shielded target, up from 50.
  • Prayer of Opportunity
    • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
    • Prayer of Opportunity now has a 20% chance to activate on any encounter that costs divinity, reducing the divinity cost of your next Hand of Divinity to 0. This effect lasts 12s.
  • Divine Focus
    • In accordance with the changes to Channel Divinity, this feat has been substantially reworked.
    • Divine Focus has been renamed "Battle Focus."
    • Battle Focus increases your divinity regeneration for 6s whenever you damage an enemy.

Soulweaver Adjustments

The following adjustments have been made to Soulweaver in accordance with the goals and solutions listed above.

Class Mechanics

  • Curse has been moved to the Hellbringer paragon path.
  • Soul Puppet has been moved to the Hellbringer paragon path.
  • Upon choosing the Soulweaver paragon path, warlocks now gain the class mechanic "Soul Manipulation."
    • Soul Manipulation replaces the soul spark resource with a soulweave resource. Soulweave is a pool that works more like the paladin and cleric's divinity. It has a maximum value of 1000 and regenerates passively in and out of combat.
    • Soul Manipulation also reduces the threat generated by the warlock's healing spells.
  • Soulweaver also gains the "Lifespark" class mechanic which summons a companion to your side that automatically heals wounded party members with a spell "Inspirit."
    • Inspirit heals for a magnitude of 100, has a 0.5s cast time and a 2.5s cooldown time.
  • The class power "Essence Drain" has been replaced with "Command Lifespark."
    • Passive soulweave regeneration is substantially higher than soul spark regeneration was for Soulweaver before these changes.
    • Command Lifespark has two functions:
      • Tap briefly to activate Lifemark.
      • Hold down to channel Lifepact.
    • Lifemark
      • Bestow a nearby party member with Lifemark. This mark is only visible to you and your lifespark will now focus on healing the marked target before other party members. The effect remains until you or the marked target move more than 100' from one another.
    • Lifepact
      • Holding down Command Lifespark will force your lifespark to cast Lifepact on the party member currently affected by your lifemark, healing them for 800 magnitude every second at a cost of 80 soulweave.
  • All spells which cost soulweave now have a 0.5s cooldown.
  • Soul Defiler has been removed.

At-Wills

  • Soul Reconstruction
    • Healing magnitude has increased to 250, up from 200.
    • There is no longer a charge up time until the healing effect begins when channeling this spell.
    • There is now a 1 second cooldown on this spell that cannot be reduced.
    • This spell no longer heals oneself when targeting an ally; however, it is now possible to use Soul Reconstruction on yourself when you have no target.
    • This spell costs 40 soulweave a second when channeling.
  • Essence Defiler
    • This power has been removed and replaced with "Infernal Barrier."
    • Grants the target or self a barrier that absorbs damage equivalent to a 450 magnitude heal for 20 seconds.
    • This spell costs 30 soulweave.

Encounters

  • Arms of Hadar
    • Resolved an issue wherein Arms of Hadar would sometimes not hit the expected area if one's camera was facing up or down at an extreme angle.
    • Resolved an issue wherein Arms of Hadar would sometimes not hit the expected area if one was rotating while casting the power.
    • Arms of Hadar is now a cylinder instead of a cone. The general width and length of the damage area is generally the same, but the tooltip will now specify a radius rather than an arc.
  • Shatter Spark
    • Reworked into "Revitalize."
    • Revitalize is a targeted area rather than a radius around the caster.
    • Magnitude increased to 800, up from 400.
    • Healing is now divided among the number of players healed.
    • Magnitude cannot be divide more than 5 times, i.e. has a floor of 160.
    • Costs 100 soulweave.
  • Vampiric Embrace
    • For base/hellbringer:
      • Healing increased to 100% of damage absorbed as hit points, up from 50%, and no longer caps (without any indication) at 20% of the caster's maximum hit points.
      • Curse consume now doubles the amount of hit points absorbed, instead of adding temporary hit points.
    • For soulweaver:
      • For soulweaver only: now costs 200 soulweave, and has no cooldown.
      • For soulweaver only: now heals nearby party members as well.
      • For soulweaver only: heals 300 magnitude rather than based on damage dealt.
      • For soulweaver only: now removes one detrimental status effect from each ally healed.
  • Curse Bite is moved to Hellbringer to coincide with the change to curse.
  • Hadar's Grasp is now available to all Warlocks.
  • Blade of Vanquished Armies
    • You may now target other players with blades of vanquished armies.
    • Reduces target's damage taken by 5% instead of adding deflect.
  • Pillar of Power
    • No longer provides a heal over time of 20 magnitude.
    • Now grants 5% increased damage, 5% increased outgoing healing, and decreases damage taken by 5% for all allies within.
    • Recharge time increased to 25s, up from 15s.
  • Wraith's Shadow
    • No longer deals damage over time, deals 380 magnitude damage immediately.
    • No longer applies a heal over time to nearby allies.
    • Now slows the target for 6s.
    • Now decreases the target's damage dealt by 5% for 6 seconds.
  • Harrowstorm
    • This power has been reworked into "Soulstorm."
    • No longer deals damage.
    • It is no longer possible to have more than one storm active at once, summoned storms will disappear if the spell is recast.
    • Heal magnitude increased to 500, up from 200. (Heals 3 times for 500, over 6s.)
    • Costs 220 soulweave.
  • Warlock's Bargain
    • No longer deals damage to self.
    • Now sacrifices soul spark, it will disappear for the duration of this spell's effect. (10s)
    • No longer heals nearby allies for 200.
    • Now restores some soulweave.
    • Now increases outgoing healing by 10%.
    • No longer costs soulweave, but instead has a cooldown.

Dailies

  • Accursed Souls
    • Accursed Souls has been renamed "Soul Siphon."
    • The functionality of this daily is unchanged for Hellbringer Warlocks.
    • This daily now clearly states that it delivers a twofold attack, for a total of 900 magnitude damage.
    • The effect of summoning a soul puppet and applying curse is now added to this daily when choosing Hellbringer paragon path.
    • Upon choosing the Soulweaver paragon path, this attack loses it second hit, reducing the damage to 450 magnitude but now heals self and nearby party members for 800 magnitude.
  • Brood of Hadar
    • Brood of Hadar once again summons shadow imps, as it had before Module 16.
    • Imps summoned by Brood of Hadar no longer occasionally use attacks other than "Brood of Hadar's Bite."
    • The duration and number of shadow imps summoned by Brood of Hadar is now explicitly stated in the tooltip.
    • Brood of Hadar has always stunned the target for 2s, it now states that it does so in its tooltip.
    • The duration of the stun was increased to 3s, up from 2s.
    • The 4s slow effect was removed.
    • The magnitude of the damage dealt to targets adjacent to the primary target is now stated explicitly. (The damage itself has not changed.)
  • Tyrannical Curse
    • This power is now only available to Hellbringer Warlocks, it has switched places with Flames of Phlegethos.
  • Flames of Phlegethos
    • This power is now available to the base Warlock, it has switched places with Tyrannical Curse.
    • The tooltip of Flames of Phlegethos has been updated to explicitly state the amount of damage dealt to enemies near the target, rather than stating a percentage.
  • Immolation Spirits
    • This power has been replaced with "Soul Barrier."
    • Soul Barrier orders your lifespark to create a barrier around itself, reducing the damage allies within take by 10%. It also grants a heal over time effect of 200 magnitude. Both effects last 12 seconds. Each heal grants an infernal barrier on the affected ally, absorbing damage equal to the amount of hit points restored.

Feats

Feats have been heavily reworked, as such, this section is written as if this is a list of entirely new powers. Note that some feats may share names or feature functionality similar to a previous incarnation.

  • Tier 1
    • Essence of Power
      • Whenever you deal damage to an enemy increases soulweave regeneration rate. Duration: 6s
    • Essence of Time
      • Increases soulweave regeneration rate every 3 seconds. This effect may stack up to four times. Effect is reset whenever an action consumes soulweave.
  • Tier 2
    • Focused Spark
      • Casting soul reconstruction on a target makes them take an additional 100 magnitude heal from inspirit and forces your lifespark to target them with heals for the duration. Duration: 6s.
    • Soul Reclamation
      • When your soulweave is below 30%, your lifespark will stop casting inspirit and instead channel soul reclamation on you, increasing your soulweave regeneration.
  • Tier 3
    • Oversoul
      • Increases your damage dealt by up to 10% the higher your soulweave.
    • Soultheft
      • Whenever you are struck, regain some soulweave. 10s ICD.
  • Tier 4
    • Bright Spark
      • Whenever you use a daily, your lifespark's inspirit heals are increased by 300 magnitude for 12s.
    • From the Brink
      • Increases your healing by 15% when targeting allies with less than 25% hp.
  • Tier 5
    • Feypact
      • Revitalize, soulstorm, and inspirt now bestow a heal over time effect.
        • Revitalize: 900 mag/12s (magnitude is divide among healed targets, similar to the main heal of revitalize)
        • Soulstorm: 400 mag/12s
        • Inspirit: 200 mag/12s
    • Hellpact
      • Revitalize, soulstorm, and inspirt now bestow an infernal barrier on the target which absorbs damage.
        • Revitalize: 50% of the amount healed
        • Soulstorm: 50% of the amount healed
        • Inspirit: 100% of the amount healed, *does not apply if the target is already affected by an infernal barrier or divine barrier.

Class Features

Class features have been heavily reworked, as such, this section is written as if this is a list of entirely new powers. Note that some class features may share names or feature functionality similar to a previous incarnation.

  • Warlock
    • The unlock order of certain class features has been changed to support overall adjustments.
    • Dark Prayers
      • In correspondence with the adjustment to curse and soul puppet mechanics, Dark Prayers is now a Hellbringer feat.
    • All-Consuming Curse
      • In correspondence with the adjustment to the curse mechanic, All-Consuming Curse is now a Hellbringer feat.
    • Dark One's Blessing
      • This now heals for 5% of your maximum hit points (up from 1%) and restores 6 soul sparks (up from 1) but may no longer activate more than once every 10s. Note that for Soulweaver, this class feature restores 60 soulweave.
  • Hellbringer
    • The unlock order of certain class features has been changed to support overall adjustments.
    • Flames of Empowerment
      • This class feature is now available to the base warlock class.
    • Dust to Dust
      • This class feature is now available to the base warlock class.
  • Soulweaver
    • All soulweaver class features have been reworked and replaced.
    • Soulbond
      • Whenever an ally within 30' is below 50% health, they are healed for 300 magnitude. 10s ICD.
    • Souleater
      • Deal additional necrotic damage after most attacks. 20 magnitude, drains 10 soulweave.
    • Swift Command
      • Allows movement at a reduced speed when channeling Command Lifespark.
    • Borrowed Spirit
      • Whenever you are healed by anyone other than yourself, regain some soulweave. 10s ICD.

You are here:

About Us!

Subspace Radio is an Internet Radio Station broadcasting live music with relevant game content and chat 24 hours a day, 7 days a week as of December 2009. (Learn More About Us!)

Follow Us!