[Kindness] Is very Interesting this is a passive that is also good on paper but in game doesn't feel worth having because of the effect doesn't do enough for a passive slot.
[Kindness] Doesn't Need Much but an increase to Charm and Widsom by 8 seems more appealing for what the passive means.
[Kindness] Should Recover 5 Will power when healing allies.I have also been struggling to buy Will power potions because they are very expensive and are really hard to find If grinding gold wasn't harder This wouldn't be a issue so I consider 5 Will power recovery very balance.
[Magic Mastery] is currently under used and can be so much better.
Not many players see use if the staff effect because of Staff performs poor compare other magic weapons.
Which also makes players not want to use one and we can change this 100%.
[Magic Mastery] should increase staff damage by 30%.I can't repeat enough how important for this percentage is because of lack of Magic power percentages is used for most the Clerics skills.
This Alone will make players want to use staff over a spellbook if given a better damage buff.
[Magic Mastery] also should buff Maces and provide 5 Knowledge and 5 magic power to Help [Flanged Mace] usage.
[Magic Mastery] should decrease willpower consumption of spell books by 30% and increase the cast speed for spellbook by 15%.
This is the gate way for [Mage Clerics]
And We need to make sure that even
The [Mage Cleric] archetype can be viable for the meta.
[Advanced Healer] is what makes a Cleric a Cleric this skill sees alot of play but doesn't give enough healing.
If Clerics can't utilize this role this is a bad look for the class cause healing is very important as a support.
[Advanced Healer] should increase Healing by 45% this will make all the healing skills much better for both archetype of Clerics and help Classes with Higher Hp Pools heal better.
This very important that was excute this passive strongly caused i also don't see viability for any Clerics that cant do something as simple as healing.
[Blessed Armor] is very good on paper but doesn't make different in reduction due to low thresholds.
We need to improve the amount of damage reduction cause as you know wearing plate armor is very punishing for Clerics and being a slow turtle while not Tanking like a turtle can't be good for Clerics.
[Blessed Armor] needs to be buffed
I have tested and found 30% damage reduction allow the plated clerics feel the lost of the speed is worth the Survivability.
Earlier I talked about how [Mage Clerics] needs The [Mage Mastery] same goes for [Tank Clerics Needing [Blessed Armor] to be more effective These buff are very important in order for these Clerics archetypes to shine more.
Finally [Spell Preparation]
This was a very great implementation I finally was excited that the developers agreed with me on giving the class 4 skills because Clerics are associated with Mages and are a very versatile class being balance of physical and magical bulids.
One Issue is more 50% Cool Down is kinda bad We are trying to learn how to make better decisions with balancing together and this isn't necessary cause the class was always supposed to have 4 skills but if your going to make it a passive do not make longer cooldown because the skills arent strong enough for a dramatic cooldown like 50%.
Honorable Mentions:
If we aren't going to nerf [Fall strike]
I want [Fall strike] on Clerics just that simple.
That passive is completely broken and I want Clerics to spam it.
These are My Regards on Clerics I will be Resending this Information everyday until I recieve Feedback from the developers and Teams responsible for using half my ideas.