Cleric gating unfun


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Goblin Squad Member

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<Kabal> Kradlum wrote:
Tyncale wrote:


This reminds me of a similar problem in Everquest, where Wizards would over-nuke, draw aggro so the mob came after them and then started running all over the place trying to lose the mob, while the Tank was chasing him to get in melee distance so he could taunt the mob of him, yelling "DON'T MOVE" to the Wizard all the time. :)

As an EQ tank, I remember telling people, "If you draw aggro off me and run around, I will not chase you, you will die." Every game has it's own ways to learn. If they didn't we would all just be playing the same game.

My rule (when not playing a Tank) was if I pull aggro then it is my own damn fault. So don't move and just die and let the tank take agro again. You will be rezzed after combat.

Goblin Squad Member

Giorgo wrote:
Mistwalker wrote:

And where can one find a list of what the little symbols that appear in combat on your health bar mean?

Dazyk's PFO Quick Reference

Thanks. That is helpful.

But:
What about the symbols that appear above the health bar:
balance looking one
hands up one
etc..

And what the spell words mean?
Example: Streak, Burst, Burst to self, etc..

I have an idea on some of the items, but am likely wrong in several cases.

Goblin Squad Member

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the icons are on the last sheet of the workbook in the above link.

streak is a line that hits all in the line, burst is an AoE (possible centered on the target), burst to self is a burst centered on you.

Goblin Squad Member

Jakaal wrote:

the icons are on the last sheet of the workbook in the above link.

streak is a line that hits all in the line, burst is an AoE (possible centered on the target), burst to self is a burst centered on you.

I saw those icons, but not the ones that appear in above the center of your health bar - what do they indicate?

As mentioned above, I have seen a scale like image, a hands up image, a foot - and can't remember the rest. What do they signify?

Thanks for the info on the spell words. Is there a full list somewhere?

Goblin Squad Member

I'm not familiar with a list if there is one, I should look. >.>

the scale I would assume is balance, the hands I assumed to be distressed, and the foot is flat-footed i think.

Goblin Squad Member

The scale is Unbalanced, the hands up is opportunity, the foot is Flat Footed, and there is another one for distressed... Can't recall what that looks like ATM.

Edit to add: will be adding these to the icon sheet asap

Goblin Squad Member

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Dazyk wrote:
The scale is Unbalanced, the hands up is opportunity, the foot is Flat Footed, and there is another one for distressed... Can't recall what that looks like ATM.

Sorry, not accurate.

.

  • Unbalanced - scale
  • Distressed - hands up
  • Flat-Footed - foot
  • Opportunity - open door with arrow going in
  • Dazed - head with stars/swirls around it (I think)
  • Disrupted - (don't know)

Goblin Squad Member

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Glad to see that I am not the only one who is unsure of what the symbols mean. :)

Perhaps a dev could provide an explanation (and images to Dazyk for his reference sheet).


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The symbols also need an option to be enlarged for us old folk with declining vision.

Goblin Squad Member

Agreed. I shouldn't have to have an archer's eyesight to play an archer.


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Being able to read the monster names before aggro would be handy, too.

Goblin Squad Member

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Ryan Dancey wrote:
We want healing to be something you have to do in the thick of battle, not just a bar that you manage sitting safely off to one side. The intent of the design is that Clerics stand right behind the Fighters giving them healing as needed, just like on the tabletop.

Touch based healing forces the cleric to be right in the thick of the AOE's. If the intent is for Clerics to be linebackers, then we have to play 10' off the line of scrimmage. Right now it plays like a cornerback, running around the field trying to cover your man

Most cleric spells should have 10' range, within danger, not weaving through enemies to heal. The touch based cleric is not much fun in a game where tanks aren't even true tanks, they move around quite a bit. Throw in friendly fire and it's just brutal.

For a true 2nd line feel I'd even suggest lowering most of the range attacks to 15' to gain 5' on the touch ones.


You're going to need to assign clerics to heal the clerics in the thick of the AoEs. :-)

Goblin Squad Member

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an infinite stack of clerics...

Goblin Squad Member

Savage Grace wrote:

You're going to need to assign clerics to heal the clerics in the thick of the AoEs. :-)

That's exactly how we are playing it on most nights. The touch range forces you to "cover a man", you are certainly NOT roaming the mid field applying buffs and heals and attacks depending on the situation.

Goblin Squad Member

Savage Grace wrote:

You're going to need to assign clerics to heal the clerics in the thick of the AoEs. :-)

In EVE that is called the Logi Chain.

The logistic ships all "heal" each other continually and then direct any excess "healing" available at a nominated target as instructed.

Its not overly relevant to PFO as you would need THREE things added:
- the ability to range heal
- the ability to heal continuously on some sort of autorepeat for the "chain"
- the ability to heal a second target at the same time

Somehow doubt it is going to happen.


Yeah, I fly logis and train towards triage.


Nihimon wrote:

Early Enrollment is all about Crowdforging. If you have thoughts about how to make things better, share them with the community; they actually have a pretty good chance of impacting the development of the game.

I think the suggestion for a movement effect on some heals that brings the Cleric to their target is a great example of this, and I hope it gets enough support to catch the devs' attention.

It is fun when you look back and can see successes. Yay crowdforgers!

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