Not many posts there but I thought it might be the best place for now.
Please feel free to add or correct anything you might find important.
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Just to start of with - I am also playing the current 1.5 Open Beta Version and have a feeling for the changes that went in (even though the change to Rage Spell has been only to 50% instead of 20% healing cast time reduction as mentioned in patch notes before).
The scaling and changes in feel of gameplay a Chanter goes through during his life are a weird little thing.
Starting off similar to the Cleric as quite a powerful class in every aspect of the game (solo pve/pvp and group pve/pvp) the Chanter loses a lot of its powers throughout the leveling process and doesn't pick up on active skills until after lvl 40.
This is mostly the case because 99% of the new skills we get until after 42 are buff related and thus the Chanter turns into a full Support Class in the middle of the Leveling process. In the hope of someone at NCSoft actually reading this I wanted to point out some issues I have with a class I otherwise absolutely love while keeping in mind that its main role is a support/group class.
With that being out of the way I would like to bring up the following issues for discussion.
Rough overview of some Chanter issues:
- The Chanter has no real means of burst damage minus the possibility of adding a DD Godstone later on and is meant for sustained steady damage.
- The Chanter lacks any kind of class specific active non stigma CC until after lvl 42
- The Chanter lacks burst healing or diversity in healing tools until after 45
- Most Groups in PvP will chose a Cleric over a Chanter if it comes to one or the other. However, most groups might also chose a second cleric over a Chanter
- Some Mantras have questionable merit despite the option to stack with consumables or other class specific skills which only one player might benefit from.
- Mantra application issue during flight (axis problem if group members are not on the same height level).
- Chain armor has Magic Boost on around 66% of pieces on the high end gear which Chanters do not benefit from being a phys damage melee class foremost. Only around 16% of the Chain gear has stats which would really be beneficial for a melee class.
Some input about the before-mentioned points while keeping in mind that the Chanter is meant to be a group class and not about owning in solo PvP:
- The point about missing burst damage might not be a big issue to players who are aware about the class and what it is supposed to do. However one problem here is that players might feel inclined to specc as damage Chanter with the advanced Damage Stigma Line. This will on the other hand disable a Chanter from doing what the class was designed to start with for little gain added in the Damage compartment whereas other classes would fit that role much better. The only reason a Chanter would go the Damage Line is for better solo ability. I myself don't see this as a big problem and the general consensus is that if you are bothered with the overall lack of burst you should probably roll a different class.
- This is a real problem. Knockdowns and stuns are both pretty much by chance and can only be influenced to a certain point with crit manastone slotting and Mantra. CC is ideally meant to be an active tool to interrupt and act against incoming skills and or keep someone from running. Chanters are melee characters with the least possible CC. This doesn't bode well for the fact that the only ranged skill we get is at 42. On top the only active stun we get is the Chain stun which we also share with the Cleric who has much more tools at his/her disposal. In our case Heaven's Judgement doesn't scale as the Cleric one does.
Suggestion: Why not move the ranged active stun to an earlier level and make it scale in efficiency? It's cooldown time has already been increased from 10 to 12 seconds which in my book was very uncalled for to start with. I would be ok with making it harder to land at lower level and end up eventually where it is at lvl 42 (which is still very hard to land most of the time). Also please let us have a scaled up version of Heaven's Judgment like the Clerics do. There is really no reason to give it to one class only.
- Three of our possibilities to add to our healing arsenal are stigmas. There is only the basic priest single target heal on 2 second cast and the single target HoT to chose from until lvl 34 where we get the Spell of Life group hot stigma line on a 3 Minute cooldown. The real bread and butter spell comes at lvl 45 with the single stigma HoT on short Cooldown. This is a stigma every Chanter will want to get.
Suggestion: Move either Spell of Life line or Word of Recovery to a skillbook instead of a stigma. While some might think to move Word of Recover to a skillbook might be too powerful, there is really no reason to not move the Spell of Life line on it's 3 minute cooldown away from a Stigma Slot. If this is for some reason unthinkable, at least reduce the CD on Spell of Life. - Compared to a Chanter, Clerics actively bring much more tools to a group that are beneficial during a PvP battle. PvP battle are mostly decided by burst damage and crowd control and only the Cleric has active tools to influence both of those (strong healing, dispel, strong cc and effective debuffs).The Chanter's skills to mitigate are not to forget in this situation however and it's what the class is meant to be. However Mantra scaling in terms of min/max and diminishing returns should probably re-checked on the Designers site.
Suggestion: Why not move the dispel skill to the priest archetype instead of just giving it to the Cleric? As it stands now the Chanter has no beneficial tools and is generally viewed as an unwanted class compared to the Cleric in competitive pvp situations. Another idea would be to move the healing debuff from the Cleric to the Chanter to equal out the tools available which a group actively benefits from. Let me point out that I am not a fan of taking skills from another class and giving it to a second one and I am not only suggesting that because I myself obviously play a Chanter but it would come a long way of making the toolbox of a Chanter a little bit more versatile and wouldn't make a huge different in cutting down on the Clerics skill diversity in my humble opinion. A great idea from the community is to add it as a melee debuff attack instead of a spell. This would both fit the melee type combat and improve your otherwise mediocre debuffs (compared to other classes debuffs). - It would be very much appreciated if Mantra Scaling would get a close look at by the Devs. Specially in terms of Diminishing returns. However this is hard to really properly judge as we don't have any combat logs including timestamps to work with. We are at the mercy of the designers here. However in some cases the Mantras during High level just end up being totally useless (Crit Mantra comes to mind). Whereas it will open up a spot for another Mantra to be active it doesn't cope well for a skill to just end up completely useless.
Suggestion: Merge Mantras in some cases (Magic Boost and Phys Attack for example) to open up more overall buff benefits for the whole group. - This is a bug which has to be looked at and I assume that other classes have issues with the axis as well.
- More diversity in terms of being able to enhance a specific skill of either the Cleric or the Chanter would be much appreciated. Class armor to chose from in order to enhance certain skills would be a good start for example.
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This post has been edited by Kandrah: 17 September 2009 - 01:29 PM
Reason for edit: Removed link to beta boards since they are not up anymore

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