#Seraph Feedback Thread
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I could maybe just do link to paste bin next time š¤
little easier to sort things there and it does not wall of text
Erm
Do you know you can do all the markdown stuff like titles bold italic and bullet points
discord was not just designed for one liners
it's pretty cool
Also, as boon is limited to 8s/6s per boon, i think its pretty necessary to make it smarter- it should give the effects you donāt have, or if you have all, give the one that has the least remaining duration
-# indeed
In the near future the devs ( xernial) have talked about reworking rain and itās on the list so itās less boring and not just a dr stick, I think sanc armor is In a perfect place rn though, on my squishier builds it saves me when im low and allows me to heal up and be slightly more tanker for a little bit and on my tankier sets when I play paladin itās on so wonderful, itās kinda always providing value
the design feels hard to salvage, since boon itself can have its cooldown reduced I don't theres any numbers for it that would be fair. Like Neuron made it a nearly 3 seconds CDR per activation which was just completely insane and was a must use on the class; but putting it down to 0.75 seconds makes it rather mediocre. What could a middle ground be and is it reasonable for an enhancement to effect your whole kit to much? Transcendental combos comes to mind as something very similiar, that enhance is so good that I think not using it is just throwing; it almost reduces all of your rouge cd by 1 second and also is free damage boost.
what do people think about sanc 2's duration extension via elite killing? i dont really find it that useful solo but idk
Like boon 2 is supposed to make be able to gain all boon buffs at once but if you keep dropping me same effect what will it make use
I am gonna hard disagree on the beam stuff though, it can do above 100 without pious and design wise I donāt think it needs to be a 10000 damage ability? It functions well how it is currently, being able to stun mobs and provide healing and resistance (l2) to allies
I feel like boon U could do something new like, like making it give higher quality buffs or providing new buffs (like new potions that it drops)
the resistance part of beam is for flavor, its very inconsequential in gameplay (unless you run a gimmick charm, but here we go again with charms)
I donāt think trying to push beam into a damage roll like qd is healthy (and qd is already a very unhealthy ability honestly)
Thatās basically what old beam was
It was stat stick with the charms to get to that point
Itās a ranged healing tool with mild cc that does a fair chunk of damage
It doing something new would be cute
The thing is I feel that the class needs burst damage much more then it needs this swiss army knife tool.
I need to kill the enderman dread who is currently running faster then my ethereal accession and does 80 damage melees RIGHT NOW or I will die; but beam is only barely doing enough damage even with the super charm.
Not really?
I think the class does need it for clear but if not then that could just be a designed weakness
Itās the support spec of cleric after all
If anything in the long run pious can be removed and beam can maybe get a little bit of damage to compensate?
If im being real I just donāt think im seeing it the same as you are?
The struggles youāre having I donāt really I guess have
well i view beam as my primary attack and am disappointed that it underpreforms (especially in r2)
from my pov, my issue with beam is that you're forced to either use pious and have no range stopping it from being a good supporting tool or cover lack or long range options in the kit, or not use it and do way less damage than it was before. Either be full support and struggle more solo, or have a mid ability on a 30s cd mostly only good for being a marking tool
(This is coming from me who like exclusively runs 70+ slop whenever I play)
i mean "need" is subjective here because from what i've heard it's much more of a solo clear capable spec than hierophant was (take this with a grain of salt because i was never a hiero player)
The range is kinda fake on pious Iām ngl LOL
i dont know if "need" is the right word
^^
like sure it would be a better clearer if it had more burst damage and more this and that
but this is still the more support-y spec of the support class
wdym
If youāre not sticking right on your teammates in the first place you might already have a problem
Unless for some reason youāre like sniper maxxing from 32 blocks away
With wota or aleph
It is better then hierophant since it went from having 1 ability, to having 1 and like 3/4 quarters of an ability, despite everything it is an improvement over the old class.
Itās been stressed this multiple timeās but like,,, meow :3
meow -w-
And again for the record, by no means am I saying seraph is perfect
It def needs a good chunk of qol and some buffs
I just think beam is perfect how it is
i mean this might be a me specific issue then, im a pretty casual player and like to play melee, im usually duo w a ranged scout so we play together but often outside of eachothers range. The range from hallowed beam is smth I really appreciate in my gameplay. It's also nice in certain bossfights or if I happen to get split from my teammates
I do rely heavily on beam in gameplay, since its the best way to deal with mobs that leap into your face and is your only single target damage you have for tormenteds. Thats why I saw the class needs the burst damage, since it is inflexible and wants to have this mini get out of jail free card. But the skill still under preforms compared to alternatives and just because you depend on it to survive it does not mean the skill is good.
the best thing beam has going for it is just that its a frame 1 attack thats hit scan, you can just throw 3 beams at the enemies who all dashed at you which is strong in its own right but with the other 2 abilities also under preforming its hard not to ask for more out of it.
Wait are you playing melee seraph?
makes beam sidearm mechanic and seraph will finally be good on clearing
isn't is reasonable for the support spec to struggle a bit against tormenteds which are balanced around team play in the first place?
^^
they are both hitscan i think it would be really cool
Like in r2 beam just does less damage then luminous infusion despite the fact that its a single target abil vs aoe abil.
my single target skill SHOULD be better then my not single target skill I feel
especially when they are on the same class
i mean thats because its not primarily a single target skill
But then your offensive spec should deal more damage than your support spec
The 2nd point is honestly valid, but I will disagree again you donāt really need pious Iām also getting over 100 beams without the charm
yea I tried paladin the other day but I just enjoy having an extra healing option, having beam is also just rlly nice for my own survivability even if I could have more single target dps w paladin. cc is really nice
I think thatās really awesome I love melee seraph and I played a lot of melee hiero before hand, what build are you running?
difference is probably im not fully spec'd into magic damage so beam feels kinda weak for me without it
Can I see your build? Just out of curiosity do I can compare with other players
whats wrong with it being both a healing and damage skill? spec abilities are supposed to be strong and the class should not be underpowered in solo play since other support specs at not underpowered by themselves (expect apoth but thats only a recent thing). I could accept beam being primarily a healing tool if the allay it can heal was better but thats not the case ether (beam does more damage then allay gets out of being healed)
Well
You design a skill with its identity and you stick to that identity
also like monumenta is mainly a solo game so support classes need to be strong for people to even consider playing them. You can just run off on your own as like beserker even in group content
hard disagree for monu being a mainly solo game
yeah was gonna say LMAO
I mean its balanced around being played solo and theres much more content intended to be done solo then as in a group
and i'm not pulling up with seraph in an r2 strike so the amount of multiplayer content I want to play seraph in right now is like, maybe a hunts boss.
you bring up a good point for beaming the virtue, i think the margin between the damage/healing that beaming a target directly vs beaming virtue is a bit small so i think some buffing could certainly be done there
sometimes i swap pieces for more magic prot depending on content
@mystic lantern
my reply didnt work my b
true though
expect the allay spoils in hunt boss 
As much as Iām more solo player
Itās more group than solo I think
It is balanced around solo but it is not JUST around solo
Thereās much more content exclusively for group than exclusively for solo
at the moment virtue is def not as strong as i think it should be
the vuln is nice but you have to invest 2 skill points into it
ya, beam could maybe stay similar to what it is now if you just made virtue and ascension better
if it got buffed damage wise that could be cool
beam is doing all of the heavy lifting but it cannot carry the weight
oh neat kk so just half and half
razzial isnt too bad for meraph because it can beam since its a projectile weapon
or firecoral lance thingy from r2
the tormented comment is fair, since torms are a very very centralizing delve modifier and do warp the meta a lot. I think seraph acutally does better then average vs them at least in r3; mostly thanks to many of them not having much range (although the ones that can close the gap can really crush you)
at the same time though, it does feel unfair to just dismiss torms when talking about delves (cuz lets face it twisteds arent doing anything even to seraph)
beam performs quite well already against tormenteds and twisteds
beam is fine vs them ya, although I was doing much much better with fractured warp drive and I wonder how much worse it gets without that charm letting you cycle C bless and beam better (warp drive just gives you an extra beam).
I think the main disagreement here is the standard
Lots of things boils down to just āI think itās fairā vs āI think itās unfairā and āI think the damage is enoughā vs āI think the damage is too lowā
i haven't gotten the chance to mess w it yet but I was thinking of trying it out yea, and firecoral lance is my main wep on r2 lol
yarp
also not yarp
theres a bunch of things i can agree with it
it mostly just boils down to beam
beam probably wouldn't feel as bad if it didn't feel like seraphs only good ability, it might be fine w a more balanced kit
if we're speaking about general feelings n vibes of the class, i don't play much higher pt content (im just not like that :( ) but the feeling that ascension gives when you can just machine gun on a horde of enemies while flying is just š š
the bonus of also having a little buddy who is also flying around hurling magic bolts like a little winged gremlin is also too cool, it would be amazing if my flying 3 year old started throwing spanners instead of sticks though
Yeah :3 the fantasy is there
After qol changes with asc and buffs for some of the abilties I think Seraph will be in a good place
yeah i absolutely love the concept the class is going for
ya it kinda is a lot of that tbh
Iād like to think there was some agreeance x3
I guess to say my opinion in just numbers. I want hallowed beam to be able to kill normal enemies with average HP in one shot. That feels reasonable for a single target spec skill to me. So like in r3 that means beam doing roughly 70 damage and in r3 like 165.
I think its fine for it to take multiple beams to kill tankier enemies, in my head it being able to kill normal foes puts it at a nice sweet spot
others think that the skill being multi purpose makes it useful enough, which like is fair I just am expecting more out of my primary attack thats all really.
in my head I am viewing dungeons as solo content that has optional multiplayer. Which is most of the server. Its fair if you disagree thats just how I always viewed things
for me multiplayer content is stuff that requires or gets close to forcing a group (like strike, world boss, depths)
Sure I mean I also mostly play dungeon solo itās just
Developers develops the game so if they say itās grouped itās grouped yk
Thereās no subjectivity on the non dev side
in my experience, if it happens, it happens, but I don't find myself noticing it unless I manage to killstreak four elites
Oh sorry forgot to respond to that
Yeah what sushi said
Highly situational in use
how are people feeling about sanct (u) personally I think it needs something but then again I'm not exactly the target audience
I mean it sounds cute on paper
I use it but itās not something Iāve really pay attention too?
i think this is your problem then
beam is a backup/get off me/burst damage/burst healing tool not a main attack
I mean if it does like 8 things does it not make it my main move?
nnnooooo.
like its the hallowed beam class
it makes it versatile but also limited in how you use it
if you start beaming mobs everywhere and then don't have it for when something rushes you, that's on you
by main I just mean what your class is focused around (like how deadly ronde is swordsages main attack, or decaying totem is hexbreakers main attack)
yeah I would not call that a "main move"
it is a 10s cooldown single target - if you mean to tell me that a class can function with that as its "main move" in clearing, i point to warlock which doesn't work with a 10s cooldown aoe attack
your main move is, realistically, dj and projectiles
as well as whatever spells you pick up from base class
its pretty solid tbh, it heals a lot of HP if the attack that set you into range was strong. It acutally gets much better on high points then it is on low point gameplay since its % based. It is better on pala then seraph though.
I was using C bless U, justice U, sanctified U and it felt fine
also tried hand of light U, makes the skill very easy to use but kinda bad solo (since much of the benefit is improving the healing part of the spell)
I mean ya when you put it that way having hallowed beam as your main move is kinda sad. but like it was always going to be the main move since the other 2 abilties are long cool down or sudo passive.
I guess its fair to say that divine justice is your real main move, since thats true on paladin as well.
i mean the class spec abilities are supposed to be what you build around and define your playstyle, and when the only one that feels good to use/powerful sometimes is beam, i dont see the issue w thinking of it as yr main ability
i wouldnt really call any ability your "main move" because seraph isnt really a full caster class
your main move is the projectiles you're shooting
and dj yeah
well if you do your view of the class is inherently flawed
idk if oneshotting fodder mobs with a beam is really something that should be the target / balanced around
esp if youre talking about oneshotting mobs at 70pt
that's like saying the main spec ability of hunter is pstrike
i mean we do now live in a world where origin of void is a thing
but yeah
idk if you can really say any ability on any class is a main move like that
except like razor
kinda fair but its semantics idk its still your main seraph ability atm it should feel powerful and versatile as it is, maybe not as much if other changes are made
would mage have any main move
for comparisons sake divine justice in r2 does 70 damage, I was asking for beam to be at least equal to divine justice, rather then being almost half as strong
real..
is that JUST divine justice? or is it crit + divine jutsice
crit + justice of course
okay well what's only justice
justice is like 30 of that damage, not sure why I would not count the 40 damage trident too since its being used at the same time
well I do think that 25 base magic damage is more than that
either way - it's really not supposed to be your main source of damage or clear
it is very much built as a supplementary focused attack
I dont think it could ever turn into your main damage source even if it was stronger since its limited to single target.
if you want three charges of a strong aoe attack with a shorter cooldown, luminous is right there
well then it's not your main move 
no my main move can be not my main damage source, it just means the main move is bad š
okay let's say it hypothetically gets 3000 damage - could you reliably clear with just beam? is it your "main move" now?
yea just punch with enigma
but like what I really mean is that that hallowed beam seems to be the primary focus of the class, I didnt really want to debate what exactly I meant by main attack.
yeah - and I don't think it is the main focus, lol
well right now it very much is the focus for better or for worse
its just the thing you're used to, and coincidentally, you're also used to it having a 6s cooldown with double damage
you could maybe rework virtue into being the focus instead, but ascension could never be the focus since its an ultimate style of ability. I would not hate to see virtue get the spot light instead if it was done right though.
It was 6 seconds
i still don't even think it's the focus! it's just the thing that you're focus on
not if you go a bit further back
Unless full Beam stacking
Which was like the reason why they changed it because it was unhealthy
i mean
none of seraph's skills are the cornerstone of its clearing gameplay
it still didnt have good clear
they're all half support with the ability to do some damage
it was just funny 750x3 burst if you use every buff in game
expecting it to have some form of amazing solo clear is just, not it - you would get that from the base class, or, picking the spec that is intended to get damage and clearing potential instead of the support spec with small burst capabilities
it doesent have to become the new best class, it just needs a reason to be played or it will always be in paladin's shadow.
seraph lacks anything that is particularly powerful currently
it also would be nice if i could adapt it from support to solo play with charms
even if the class is never meta, if it has some things it talented at there is a least a reason to consider choosing it
like apothecary has genuine reasons to pick it over harbinger even in solo
i'd argue harbinger is the better class overall but apothecary does not exist for nothing
mostly because one of its main draws is a high uptime high vulnerability debuff
seraph has a permanent uptime vulnerability debuff but it's 1. not aoe and 2. tied to putting two points into virtue
there's also that "it can clear better" but to be honest that's kind of a false argument; a lot of specs can clear better than a support class, but you're not really supporting you're just playing normally then
the thing is playing normally is often just better then playing a support class
since the best way to help the team is to kill stuff
so support needs to be strong to run even if your goal is to be a team player
This point fucking sucks Iām so sorry
What did you have in mind?
but the game is about clearing things?\
Also like asc and virtue are do for buffs iirc
mostly the -healing +dmg/+cd whatever charms
also i would like to mention wisteria again because i think the idea is there but its a bit undercooked
Yeah concurred
i believe it would function better if it had maybe even more damage lost but cooldown reduced
Hmmmm
oh god welcome back -5000% cooldown beam
so its more efficient as a marking tool for you to explode enemies
0% damage beam charm could be funny maybe
it could be zero
maybe
yes but again pala can just do both
even funnier that it can do it with same skill
Yeah I think
Thatās Kinda soon
Doom*
Virtue is really nice for healing though
I think
clensing totem from temu
We donāt talk about shaman
its okay for healing
Anyways
just dont try to damage with it
its like fine, I do wish it had better ai for healing though (like I said before, it should always heal regardless of HP when I switch it into heal mode)
I hate seeing my 61% hp teammate not being healed
I think if virtue got vuln lvl 1 and increased damage and more vuln on 2 it would make it a higher source of single target vuln
I also agree itās kinda doom in solo
It def should get way more damage in general
vurn is kinda over saturated in this game, I'd rather it just do more damage and no vurn personally
The threshold should be raised imo
that works too, or just threshold increase while in heal mode
True but also it is quite potent In healing (despite the threshold thing)
I think more damage will save it
more damage saves everything trust
I mean yeah you say that but it would help it out quite a bit
Iām spitballing here but the virtue is quite weak
its only half ironic really
my gameplay on seraph was just
i have bar of skills longer than my screen
none of them kill
they do each moderate damage and i already forgot trigger for half of them
my main attack (shooting) doesnt do much either and i for some reason can choose to do even less
yet i also dont die because theres just healing and resistance
its as if im trying to fight off enemies with stern look when they throw canned peas at me back

isn't that just kinda how it is for support type classes trying to play solo
If I see one more support spec mention I will start killing
Just vecause it's support doesn't mean it can't get shit
Look at old Hierophant
Itās valid though idk
maybe i was playing old hiero wrong but i distinctly remember old hiero having like fuckall for aoe on its own, i had to eat 6 cp on hailstone and geas and build mostly magic, murdering my single target dps during downtime
and it's not like that's necessarily an issue with it being a support oriented class that is the problem here
a lot of charms do the "trade away your support capabilites to boost your offensive capabilities" thing, except you have both limited charm power and limited charm slots and they tend to also tack on a fairly hefty charm cost just to do said trade
Iām having a different experience then others I can clear quite well
Iām also using vase though
Sooo
Again, seraph needs better and. Heaper charms
Iām gonna record a vid sometime
#videos-and-streams message
hereās one of my clears with vase
I will do another one without vase when I feel like it
support should have a cost imo, otherwise if you can nuke/dps just as good as other classes while also being able to buff the whole party simultaneously, wtf is the point of other classes even?
My issue here is that you can trade away the support, but the reward isn't justifying the cost of doing so
i'm curious to know what builds people are using because it made a world of difference for me switching from uurik's to ian's
but i could also just be building it wrong too, it's only been out for a week after all
started clearing at pretty quick speeds with no infusions and little experience
(and neuron but i'm stupid and cast ascension only like once every five minutes anyway)
the newness of the subclass also means some of the problems are being compounded by little quirks or edge cases that got missed or need to be ironed out making things worse then they'd be in a vacuum
I would prefer that we get two "balance" patches, a "fix the problems/bugs that aren't intended or were a result of things not going to plan" patch and then a 2nd one a few weeks later to actually look at fine tuning numbers balance
I try to tell myself to cast it but I forget
Not a fan of trading my dmg for pitiful aoe
it's not that pitiful i'll be honest
Ima be honest the class might die out by that time lol
Or people will just accept the mediocrity
(Or hyper low keeper numbers)
yes when i equipped vase and scopo my clear sped up by like 40%
also uh we have a lot of keys now
but i really doubt vase gonna live long
oh no i'm trading like 15% of my damage in exchange for hitting like 3 mobs per shot! terrifying
and its not like it was seraph
i'm fine with that ĀÆ_(ć)_/ĀÆ
Ok fair it clears dreadlings.
As long as the dreadnaught doesn't touch me (I die)
drop your build
But so does Illuminate + HoL
At which point why use ability with 28s cooldown
that's just the normal state of affairs for a volunteer run project with limited dev and QA time available
it's also really not that difficult to keep your distance
It's funnier because when I read that it refunds cooldown if ended earlier I expected like 1:3 or 1:2 ratio
Not 1:1
Which means no matter what you HAVE that 28s cd
if you cast ascension every time you see an elite that you want to stay away from... don't really know what to say
Do you main supports in other games?
Yeah thatās why I included that disclaimer x3
Theres this well known saying that
"Support will always get stuck on the dumbest of geometry and die"
This is the case with ascension especially, the bopping motion as cool as it is just makes you 3 blocks fat, and any elevation change just plumets you down
Iāll do an actual clear with mavros later
Does multishot even affect the orbs
Oh wait it shoots 3 at once?!
this is why you, like i said, don't cast ascension when you're trying to keep your distance
whittle the elite down for a bit and then cast ascension
Iām just using mavros because itās aura š¼
the orbs are unconditional, any and all projectiles work
this includes ones that don't do damage
Vase is like Oniero when it comes out, being so busted
Things catch up to you.
Or like certain enemy showed me
They pull you to them
And will be shot on 4-6 base
Fake aura
No pc access rn
plenty of ways to get out of a bad situation
if you wanna see some funny, grab the snowball launcher from winter event and set it to 6 firerate mode and shoot at stuff
the clear has been pretty fine for me
Yes but I have hrimnir
you will do nearly no dmg, given the iframes still exist, but it's still really fun watching the orbs shoot out at machinegun speeds
dude i'll turn you into mush
BEHOLD, THE POWER OF AN ANGEL
also qol for asc is already confirmed
iirc it was less bobbing, one more block of height and other stuff i think
xernial said that in this thread iirc,,,
Can we not spread bugs š„
i'm sensing a pattern of "here's a solution" "but that solution doesn't work for me because i make deliberate decisions that make the gameplay worse"
It's a feature, trust
...can this really be considered a bug?
if hrimnir is difficult to get out of situations with then maybe dont use hrimnir?
Unintentional behavior
I said I have it because it gets me out of them
Not everyone has hrimnir, so judging entire skill's escape capability on a season pass arti is dumb
The only other option is to waste your charged crossbow or Hbeam with recoil
it is literally a snowball weapon, in the game, that is tiered, shows up in the API, has a visible throw rate stat that also shows up in the API, and doesn't bypass the 0.5s dmg cd
"waste your charged crossbow"
me when i would rather die in ascension and complain about the skill than shoot my charged crossbow
this is just made up complaints atp
if you want something that actually steps into being a bug, vanilla snowballs work and have unlimited firerate and aren't even classified as weapons or have stats and consume no ammo while in ascension mode
they still respect iframes
sure, you can backpedal while dreadnaught of sorrow munches on you
idm, you do you
if it at least inherited your speed I wouldn't complain but that movement is just a whole new game on it's own
infinite throwrate 
true

Wisteria might want a buff, like, actually.
it overall decreases your damage no matter what
In raw comparisions of a melee bow whack, the numbers are:
117 - Swift Sacrosant Charm
92 - Wisteria
154 - Prism + wisteri
171 - Prism
Hell, it's so garbage equiping Bloodpact pendant and criting (1cp vs 2cp) with bow STILL makes you deal more damage at 120
I'd suggest either giving it extra radius to add to that "your aoe blast is better than the beam damage" or just giving it more damage or making it 1cp like other transformation charms
or I entirely missunderstood the charm, who knows
we've been told it's getting buffed yeah
ah alright
hard to keep track of all the messages here
a pin with planned changes would be nice
This is probably what's gonna happen
There's some virtue AI stuff to fix and maybe just maybe I can look at ascension flight in time
is there a possibility for inf uptime for ascension, by using charms in the near future?
Due to how thurible is infinite
Weād probably need to axe all buffs ascension gives for that to happen
No
LMAO
Like we donāt need thurible 2
After the ascension fixs up, i'd honestly liked to see the buffs removed and have the flight movement just for general movement
with charms of course
-1000 or locked buff duration and +20s flight dura or smt
well, is that a issue?
well there can be dmg nerfs ofc
cleric is no stranger to -heal +dmg charms that have no downside solo
This just isn't true
They either have another, typically more important downside or is for beam
Which reducing your heals on beam hurts virtue healing
#-100 buff duration
+20 ascension duration
-50% dmg or smt
permanent uptime ascension is just cleric earrows with levitation
true
the nefarious charm that significantly reduces your damage permanently
this ability was never meant to be an always-active passive
that is true, but it could give more options to it then just healing or magic dmg
Iām open to the idea of perma flight charm but opinions right now does not come close to making it happen
At least no convincing arguments are made to make seraph be a good damage dealer
the carcinization of Monumenta abilities but it's just earrows
hey Tony, give me ascension without the cooldown, with infinite duration, without any team buffs nor levitation, nor projectile travel time
i would rather seraph's clear speed both in and out of ascension go up so choosing to pop the ability is a meaningful choice
any reason on why dmg needs to be nerfed if this was a charm?
Personally i dislike the idea of a move thats used just for a damage/ escape goat situation which has a long cd
i would rather a more spammable use of it instead of using it as a ult move
not only would it be against the spirit of the original ability it'd immediately become the most required band-aid charm ever
this will never happen
i think your best bet to achieve that type of gameplay would be a pulsar LI paladin build
That would propably be the case, but i would like the idea of the flight being a movement option instead of a buffing option
hey if it's any consolation we're one holy javelin velocity charm away from paladin flight
unrelated but i think it would be cool if rampant miasma got changed to drop 2 effects on boon proc instead
with the boon rework
that build is like
not real
switch off stargazers
hey thats my build what the shrimp
I think itās less about whether a charm that makes ascension infinite would be too op or not and more that the spec feels rather incomplete without it imo
The L2 duration extension mechanic is imo the healthiest/safest way of allowing exceptionally long use of the ability
what eve nis the buff from this ability,
I really think it would do way more better as a toggle
three. fucking. toggles
Allowing infinite flight is a very dangerous game
cleric has literally no other toggle what do you mean
Virtue and beam both have mode toggles
it literally flies in melee range, what's the issue
but seraph has
ah right I guess
Should be out of melee range once I get flight improvements made
then at least lower cooldown and increase damage /support capability
cause I guarantee not a single teammate I played with notice what the balls do
if it was a toggle with few seconds of cooldown so that you can't just jump right back in but flight was within melee range as it is rn it would be fine I think
but if you do plan to make it out of melee range then yea better not make it infinite
If the cooldown started when the flight ended instead of on cast I think the effective base cd could be lowered as aptitude and other forms of cdr are less impactful
Right now, with no cooldown reduction, the cooldown you have when exiting at L1 is always 28 seconds because of the refund mechanic. It's equal to the ability having 28s cd but only starting when you exit flight
But 5% aptitude is then 5% of 28 instead of 5% of 40
So change the cooldown mechanic and you could shave off a few seconds without worrying too much about cdr stacking
I think that'd also simplify the description so it sounds like a good change in every way
do i use vase during asc with this
i use cmourn and vase
oh just cycle between them?
it felt like stardancers was really important since the build has somewhat low divine justice damage. If I had the choice I would use mixed proj + magic boots too but none exist (I tried the mixed helmet but its too bad to use).
not sure if I like that, since it means using radiance to help another player now is no longer helping your self when you activate ascension. It makes supporting more convoluted to do. I do agree with the need to simplify the skill a little.
gang stardancers buffs it by 2 compared to watchers warning
I think the change is worth it anyway because
- You have so many other activates it affects, so it's not like it's useless while ascended
- If a tor cast does not overlap with your ascension at all, it is almost guaranteed that it comes off cooldown early enough to affect the ascension next time you cast it, especially if you use warp drive
- The benefits simply outweigh it imo
its a little more then 2 damage but I get your point here that you can possibly manage without using it. I guess i'll try switching chestplates, still not enthusiastic about it since star dancers also has double situationals as well; it was basically made to be used with this class.
It still lowers efficiency, since you can tor and ascension at the same time and then tor again once its back; but now you can only tor after ascension is back. It also reminded me of earthen wrath, a skill that is punished quite hardly by working this way since it has bad synergy with the CDR tools in cz (like you cannot use it with whirlwind for example).
You can totally test that change though, I just am skeptical of it.
iridium crown is really good for throwrate seraph
7 agil with no protection stats feels so bad though š
thats an on paper thing i think
its still just a solid damage item
effective 30% against elites and bosses from regicide
i mean like infinite flight is a dangerous game but is it really that dangerous of a game
like it's on the very edge of possible rn if you dump everything in your entire build to maximizing uptime and that build sucks because like it's not that beneficial to be in ascension
right now the dangerous part of flight is the fact that you're basically a sitting duck in the air
keep the current flight but give it an 1s windwalk to adjust position 
that would be awesome :3
As a support hiero
It'd be awesome to fly around constantly
Finally something to distract myself from the fact I just sit there and click 2 buttons to make some other player enjoy the game more
Ascension is getting some significant flight improvements this week and the cooldown change mentioned above, will take a bit longer to figure out durations and how longer periods of activation could work and such
Few changes to charms and beam with virtue fixes
More changes will come next week
very sigma
invest in seraph
okay but what if we fed seraph a keg of red bull
wings when Ascended š
it should hopefully be fun more consistently then
š¤«
maybe I should post a video of how it is now when I get home instead of being cryptic
Iāve been curious, since you are the one thatās been fixing issues and getting feedback. Do you actually like the class design?
Like if you had full control over what could be the replacement for subclass cleric would you have chosen seraph
Yeah I'm the one that codes everything and came up with most of it
I generally work closely with beta testers for both ideas and testing (ascension and virtue both grew out of suggestions) but I would say that I designed the spec
Is beam seal supposed to proc when you melee beam cause I like that very much
That is intended
i cant wait to melee seraph while flying in the air
Did they forget the lantern

@radiant isle love the flying it feels alot more smoother now
happy to hear
can mobs eat my toes when im flying?
(like can melee mobs hit you)
ngl i love the class concept with ascension rn, the flying feels great and the movement, i just wish the cd was shorter on it
personal preference anyway
Most mobs can't without some higher block to stand on
nice
On flat terrain you're pretty safe from anything 3 blocks high or shorter
And now you can actually avoid projectiles and spells
if Ascension's hover height isn't enough to keep you out of harm's way, the dash gives you a little bit of extra height so you can go over endermen/golems
can u dash up
ill see rq
No its not possible
but the dash does give a bit of up momentium
it's exclusively horizontal but there's a slight vertical lift
is there only one charm that gives cdr?
ok the dash feels great for dodging things or quickly moving to mobs further away but i still wish the base flight was decently faster
normal mob projectiles still hit you relatively often and using dash to dodge those means wasting precious time in ascension
neuron change is awesome, the charm actually feels properly designed and fairly strong now
neuron's design personally i dont like, you get a better dmg and output overall but the moves becomes a massive dmg move with a extremely long cd
in general gameplay i'd like more of a spammable move over a move with big dps just for the fact that i could fly around more in daily content
fly around by use it more*
it's 24s cd
the charm
it doesnt feel that long
the charm what, u get the same duration if u kill things
and it doesnt do anything to your cd
it has a 50% + cd?
neuron got reworked again btw
-50% duration
its less duration now instead of more cd

im clucking you the next time i see you

i shall keep it as a trophy of your absolute incompetence comically evil laugh
but yea read again wawa
and have u even tried it?
the CD changes to ascension are a net 3s decrease
i like neuron's identity now albeit it's probably hard carried by max pt mob density and is barely usable in lower pt
i use it fine in 22pt
idk just pop it in opportune moments
tho i mainly use it for elites
you already want to use ascension for groups
pffft
i would not buff my teamate with orbs at all (real)
cuz i simply forget im playing a support subclass
why'd you play neuron if you use it for elites tho
fun
its gimmick is like
i love flying
elites create dreads which create dreadlings
low base time but needs kills to sustain
that too sure
- dura as well
im not using that
tbh i dont feel like ascension is such a strong move that i'd want more cdr on it
it still does like
thats how i'd like it aswell
maybe 70 damage orbs
...
its alright but its nothing crazy
no.
i am doing 80 damage orbs in R2
same
do u just play mixed bis what
No
so frankly we have a bomb charm with long cd, so im hoping for a charm with cdr but is weaker
and yes one does exist but its not a epic charm and does nothing to thef act with dmg overall
cbless + illu enhance https://odetomisery.vercel.app/builder/m=Serebrium Dagger of Razzial-4&o=Wolfsblood Tome-4&h=Iridium Crown-4&c=Scopophobia-4&l=Moqqil's Tarnished Legguards-4&b=Encumbering Void-4&charm=Mal-Neuron-3-C,Zoe-c_Geas-3-C,Pio-_Prism-3-C,Exp-ponent-2-C,Blo-endant-1-C
max infus
with pers 30 and cbless I am getting 88 damage trident crits and 80 damage ascension orbs
use something with higher base damage
naw surely i dont have to vase
hn triball is the sole reason i dont play scout
is hiero also down to triball slop now
you are using razziels
i played cmourn it was worse so
cmourn is so bad
triball just feels horrible to play in any shape or form period
use a bow š¤·
whats the issue with it?
wind aspect makes the mob levitate so you have to aim ur snowball up which i am very not used to
ive been using norvigut skewer like forever so its very hard to adjust to
so all you're saying is that your aim is bad?

reading comprehension fail
do you like, know what wind aspect does
chucks mob into the air
the main reason i like wind aspect is the fact that they cant move when there in the air
they can shoot and melee but
i personally find it easier for tight poi's
wind aspect on alch bag is fine tho real
where did u get that
i like it on the alch bag because i dont have to aim a snowball at it right after my throw
yeah well vase does feel stronger
triball as well however much i hate myself for playing it
did we really get 2nd scout.......
why is triball even a thing aaaaaaaaa
Bows would be nice
But they suffer from being bows in r3
Iāve had some success with deaths gaze and shooting start in 70+
Crossbows arenāt bad either
Mourn and tide bound are of course good
Iāve tried heralds a couple of time and it does not feel good
Arcane rifle might be sleepe
r
I should clarify that increasing flight movement speed is⦠basically impossible. We can maybe get away with it on really low ping, but there are technical limitations that disallow it. The dash is the only movement utility ascension can and will get and frankly I think it does the job perfectly. You're not invincible to everything but it's a massive help for dodging and travelling
isn't there a charm that literally increases flight speed?
Nope, not sure which one you're thinking of
imo they could/should get extra bonus or just doubled their benefit
Currently it's same as xbow and xbow is just... way better to use on all fronts
I think bows can be touched up in general
they already have higher budget and at least 1 exclusive enchant
at this point just give them all some melee damage, so that instead of having to do limp shots you can just melee whack an enemy
pipe puncher synergy or something idk
Doesnāt matter when they get mogged by literally everything
nvm confused ball speed
though reading now the buff from Ascenion does seem substantion
too bad I can';t tell if I hit a teammate or no
For next week I'll try to make base ascension actually have particles
It's so barebones right now and I kept forgetting about it
The sins cosmetic added has visual feedback when hitting allies so that at least should help a bit
thank you for all the hard work oomfie
Was stuff with spaming normal snowball fixed? (Ie cryosphere for divine orb spam)
yup I forgot to add that to the changelog
items need to have projectile damage to make orbs
I like that explosive component was changed to a "ascension but if you don't want to deal damage, actually"
I'll yoink that to my hiero build
Very glad it's low charm points or else I'd never go for it probably
I'm yet to try it though
Possible suggestion would be removing the added cooldown reduction per kill and instead just flat out reducing the cooldown
Since a support hiero would not be killing stuff anyway
And it should be compensated somewhat probably.
Of course it should be made so it's not broken at lvl 1 where the cdr from kills doesn't exist
Also I'm suggesting that a person affected by ascension +dmg% has a halo over their head
This has the triple benefit of
Being thematically consistent with ascension
Making the particles visible clearly overhead, which is where the seraph will be seeing the teammates from
Being cool
šŖØ
The cooldown refund mechanic was removed in place of the new cooldown
As mentioned by the dev note in the changelog, L2 duration extension doesn't refund cooldown
Effectively it's similar to having the refund, just without extension giving any
Now realizing that wasn't particularly clear in the changelog
are there any plans on changing the duration/cooldown of the skill ?
for this can we have some sort of anti wind aspect like recoils
no
like shift disables wind aspect
Well we just did, will see how the new cooldown plays out
isnt it the exact same but you gain the cooldown after you have landed?
not quite same
making it just worse for aptitude/cdr items /abilities
duration used to make your uptime ratio better
3 seconds were shaved off too
It's only worse when you have aptitude 5+ levels of cdr
An argument can be made for shaving more off
i meant it in a sence where the skill has less duration but less cd . most fights end way sooner than the 15 seconds and it kinda feels like a waste to wait that long till the next ascension
like a 10 s duration with a cooldown balanced around that
The new Ashkii Galero should be your taste then
also a question i have is whether the alley is getting buffed in any way ?
to me it felt by far the weakest out of the 3 skills
Not sure what I want to do with it yet but yes it'll get more attention this week hopefully
Ascension and beam just happened to be prioritized first
If people wanted it, you could make a charm that increases dash distance or dash cd
The fabled +javelin launch velocity +ascension dash velocity charm
lvl 2 of a spec skill for a 3 block leap and 1 sec cdr
Yeah the l2 upgrades serve different purposes now instead of being homogenized to more damage
making them not worth being picked if the functionality is very minimal or non existent in the case of javelin .
if only javelin has grappling hook level velocity
i think they are worth being picked if they are fun š½
You say this but it's clearly just not for you, there are plenty of people who find the movement utility appealing
any floral anguish users in the chat
In what world is a 8s 3 block leap appealing.Movement on cleric would be nice if done correctly. I think a functionality + a raw number stat makes a lot more sense because of how valuable a spec point is . A good example is taboo where you get burst mode + raw dmg increase as it is an offensive ability to begin with . But from what i have seen lvl 2 on bells and LI are picked a lot more often .
i used to play javelin 3-4 months ago and its damage just tanked from 140 to like 80 with the change of upgrades on the base class + spec changes.
this message was in fact a fruit of a reading comprehension failure on my part
also, reading the descriptions again made my realise the whole suggestion makes sense
the idea behind it was to compensate for choosing L2 on ascension when youre a full support hiero and not killing stuff
but reading the descriptions again made me realize there is basically 0 benefit to lvl 2 for full support hiero
and thats completely fine given how valuable the points in virtue or beam are
so no need for any type of compensation there, just dont pick lvl on full support build
doesnāt taboo 2 no longer give a raw dmg increase
right here
this will likely change though...
is it good
well it will stay as my beam weapon
but its not necessary
so i might just replace it for screwdriver which i will be using in ascension
i mean lets be honest
only good part abt it is the traige 2
which is 10% healing
(barely anything)
ive been using it for beam ever since release and it only has 550 healing done on it
for context my adept's raiment has 5k
its a very cool idea but its honetly not that great
this would change if it had aptitude ofc
now that i think about it again
nah
ill definitely switch it over for screwdriver
i think it would be neat if ascension buff duration sclaed with how fast a weapon is
so if you have screwdriver, applying it only takes one click yes
didnt see that in the 5 billion alch nerfs . my bad
but you have to constantly click on someone
and if you have a bow, it takes much more time to draw back and aim
but it has larger radius and longer duration
also testing it in game now and can confirm the dash during flight is a lot of fun
@radiant isle have you thought about changing the projectiles to something more akin to hit and scan like pstrike
i think it would be fitting if bows, tridents and crossbows which are slow enough had an effect similar to pstrike twisted cosmetic instead of the slow moving and small projectile it is rn
I think you can tap bow and it'll buff
if that's the purpose
(when referencing pstrike cosmetic i am especially thinking about the big ball at the end compared to its thin "main body". afaik normal pstrike has just a long line of particles. that ball will be used for the range of explosion at the end)
not really. i am trying to justify using a bow and drawing it fully instead of just turning my brain off and using screwdriver
and making it feel powerful in a different way than the current bolts
I don't think I understand the idea here
i admit im spitballing ideas rn and they are not really filtered but so far ive thought of
hitscan on fully charged shots
increasing/decreasing duration with how long a weapon takes to shoot
maybe moving the increased radius from lvl2 to 1
i am trying to imagine what buffs could bows get for me to justify using them instead of snowballs
frankly I don't think screwdriver is particularly good for ascension
as it is right know ill just never use bows probably, but i think theyre much cooler than right clicking and throwing a screwdriver at mobs and players
tball beats it by quite far
as a support hiero*
true...
maybe you can make it so that slower drawing weapons has a bigger radius depend on how long they draw 
yeah basically what i thought of
currently theres an effect similar to that on lvl2
i should just add a "P.S. I am speaking almost exclusively about pure support playstyle" under every message i send at this point
seems obvious to me because thats the main thing i play but ofc thats a not very obvious mind shortcut
it really isn't
other than full support
what im noticing is ascension is significantly better at high base dmg weapons
which sucks cause i hate tball and dont like vase very much
whats the original idea of screwdriver
the only scenario id pick screwdriver is to trigger gbomb but dagger is better for piercing
a cool interaction that is very convenient for full support is that at my build, the duration of rain and ascension is basiaclly the same
if it was different i might run into problems with spreading the rain to others when flying, but as it is I can rain while close to them then fly off and do my own thing
just fast snowball
as fast as it can be
i use screwdriver for casting in cz and now in ascension
also some feedback on ascension dash that isnt in any way practical to add to the game is that it feels weird not having a backwards dash
the reason for it being not practical to add is because afaik there are no more slots for that
and id much rather have a forwards dash rather than a backwards one
at the moment ill just be turning around for a second, dashing, then turning back
actually, it might be added as a dead keybind
the one thats turned off by defualt
tact pilled I think
lowkey combat hrimnir
also, probably gonna be added real soon but an indicator for when the dash is off cooldown
i bought a 2nd cmourn for seraph b4 the update, truly over 
wise financial decisions
lmfao
it's ok
i have 1550 har left
and cmourn isnt that expensive anymore
hf mats drop is crazy
no
Not the javelin.
at least not without making it 1-2 dashes before landing
otherwise it'll be perpetual flight
hey guess what
Holy Javelin L2 can no longer launch forwards more than once before hitting the ground
"hey, maybe paladin is a better support than seraph, but at least it cant fly"
paladin:
also I played now post the changes and
will probably still use it cuz it's very sigma
Keeper still deals no damage, lmao. It's funny how it does have that 10 I was suggesting and it somehow still literally does tickles, I'll check max charmed and infused build and see if it can do anything meaningful.
Ascension became a bully tool for melee enemies, damage is STILL a downgrade compared to normal bow shots, dash is amazing. But I still would love feedback for buffed players
I play with teammate who loves torms and I don't see damage difference from buffing him at all, as if I don't even hit him, I am unsure if registration for it is that bad, or that 30% is just meaningless in thousand of damage sources in r3
Beam is slightly stronger now, nice.
But for damage you still are glued to the charm, even if it's weaker now...
Speaking of Charms:
-basic Keeper charms: I'm glad what happened to them, the numbers are meaningless even in upgraded form but hey it's better than +2 hp
-Wisteria: Still bad, at least now it fits it's niche, well, was. Why is it 3cp now?
-Automated Distilery: Is a charm I didn't even knew existed, I'm guessing it was given +cd% when Boons got cooldown but WOW that is painful to look at, 9s for a 20% heal is wild, especially when you realise it's just for cleric, as literally every teammate gets full hp heal every 10s, hell even with Zoetic you heal at least 50% of teammates hp.
Though maybe it is justified? my only problem with the whole Boon CD addition is that suddently Cleric even in tankier sets is just way too glassy, the split damage pieces have a low budget Iridium crown, anyone? . I can't seem to be able to get my old comfy state of enough damage with infusions and enough ehp to to not die to solo peons
Good changes though overall, I think
Also shoutout to Keeper who died two times by fully draining his hp in an attempt to heal Taboo epic charmed Harb at half health
It has an antiheal check but taboo is probably a custom source? Will get that fixed
to be fair he's my only teammate usually, he eats 3 beams and HoL just to be bought back from 20% hp
don't blame keeper for trying his best
right I forget taboo is only 100% antiheal with steroid
jesus
No itās 75% with steroid
^
okay well then I guess I don't have to fix anything!
50% bonus of 50% so yea it's 75% as stori said
wasn't the whole point of the sanct armor rework + boon nerf to make it so boon is leaning more towards a support role and sanct is cleric's personal survivability skill now
no the boon nerf was to prevent straight up fullhealing every 3 kills lmfao
idk how it was kept in the game for so long
it was very funny
even in r1 i could just Illuminate and maybe hol a horde and get full healed
the 40% boon heal also allowed glass cannon playstyle where you'd just run damage to crack skulls and leach off of boons like some hakari wannabe
and I'll be honest sancrified armor does not exist
I get what it's meant to be, but man do I not feel that 20% at all
isn't it 30%
20/30%
yeah as a hiero running dagger/melee it feels a lot worse to have the self-sustain gutted. dj healing nerf (also bloodpact), boon nerf, eprayer removed and compensated only with sactified armor lol
i'm basically running off of life drain only
doing testing with the new distillery and it feels pretty nice overall?
need to do more to cement how I feel about it but if you play a slow playstyle it's not that bad
you're running a ranged spec using melee for some reason
what do you think is gonna happen
you're ofc free to do as you please but using a spec the opposite way of the intended one and thinking you're getting the intended experience is a bit wrong
yeah of course it's up to the designers if they want decide to support a certain playstyle
i only bring it up because it USED to feel better
and that's intentional
cleric self-sustain was insanely broken for a while now
dj healing 10% per kill is inadequate when you can kill the entire population of mongolia worth of mobs in 0.5s using spells
same with boon
you had:
usurper on every kill
A decent chance for usurper 10 on every kill
crain
weakness
pretty solid build options
passive regen
dj is fair now and shouldn't have made much of a difference for melee (at least i didn't feel it on melee pala) and, frankly, makes a lot more sense that dj heals on dj kills
it's really nice too because now it feels like you aren't necessarily forced to pick dj even on caster
that too
I mean would you yeah probably but it's not "lose all your healing"
it felt like odor 2 for caster pala
someone mind explaining what explosive component is doing for me
Explosive Component (Rework): 2 Charm Power, +65% Ethereal Ascension Orb Radius, +10% Ethereal Ascension Orb Damage Amplifier, -20% Ethereal Ascension Orb Damage
what is the difference between orb damage amplifier and orb damage
damage amplifier -> the buff you give to your teammates
- buff minus damage
orb damage -> your orb's own damage
you make yourself weaker to make your team stronger
ic thx
and you buff your aoe which imo makes it a solid choice even for solo
New beam is so nice, I love new beam
But the virtue is just a weak bug zapper and moral support and I don't really use ascension all that much
is there a way to make keeper virtue target a specific mob
Not that I can think of
virtue priorities mobs you're looking at when toggling from inactive to active
it's not very consistent
i wasnt very sure about virtue healing power level
becuase in a normal delve things are too hectic to pay attention, and i usually use hol or beam first to emergency heal my paper thin ehp teammates
so i tried isolating it by just having someone get hit and healed only by it
and it is quite a bit of healing actually
(with seal of the way btw)
it can barely outheal a melee ~22pt arx mob if the teammate is getting hit once a second instead of standing in place
(the set was the standard scout set i think)
my verdict is that this is probably very strong on tankier builds
VERY strong
id have to test it, but the healing is a lot and if they have enough ehp buffer to not require a beam the instant their health goes yellow (or else they get oneshot) i think you could just literally leave the virtue on them permanently
and they just straight up wouldnt die
i do think its quite a bit weaker on low ehp teammates though, purely because they are very likely to die before the virtue can do that much if not emergency beamed
i did get some (probably unbalanced af) ideas to somehow remedy this though
level 2 virtue: Sacrifice
If a player in its range takes lethal damage, kill the virtue but provide its remaining health as absorption (times a multiplier ofc, like maybe 20% of its health? so at full hp itd give 7 absorption)
another way is to supercharge the first tick of healing in some way (id love if it was combined with absorption)
this would also give way for a full lifeline charm, something like
-40% virtue healing threshold
-40% virtue healing ceiling threshold
+400% virtue healing per tick
(this can function without absorption but would probably seriously suck due to how easy it is to just die instead of stopping at >20% hp)
another fun idea which goes against everything ive said before and panders to only tankier players specifically is ramping healing
so if theres a guardian with toughness 2*, sw and steadfast and they stay at low hp for the entire encounter, at the end they get healed a ton per second
other than that, i didnt even keep my virtue in attack mode at all because even the 15% vuln is like nonexistent and would only waste hp
i found that the hp managing mechanic is a fun idea for something to do to noit make it a passive skill, but in practice i didnt really care enough for +15% speed to turn it off between encounters and i rarely even had to heal the virtue
i would definitely love a
+virtue hp drain
+virtue passive regen while passive
+healing
+vuln
charm
to really make it a skillfull ability
not sure if id use it much personally though, because i am already getting slightly overwhelmed with all the skills seraph now has
my poor hierophant brain is used to no icon for sanctified armor, only 1 active spec ability and no ToR to keep track of
maybe i shouldve structured this better
i thought thered be less
uhh thats it for now
no major thoughts on ascension and beam other than that beam still does its job very well, ascension flight is now actually pretty good (except when i fall off a ledge and have to ire back up) and the +radius from explosive component is really noticeable
i would love to see how seraph performs in a larger team though, so ill probably give feedback on that when i finish
i tried pasting shit into chat gpt for it to organise it for me but it didnt work very well
if someone's struggling paste it into chat gpt itll probably do a better tldr
Better structured feedback š (FULL SUPPORT SERAPH SPECIFIC)
seraph is more challenging to play than hierophant and i realize i havent been using all of its potential, for example not using ascension off-cooldown but saving it for bigger fights (which is honestly not a great idea and just inefficient). Beam is the same as always, the ol' reliable.
Ascension
Ascension is a great tool for big delve brawls (think 2 dreads, 3 colossi, 20 add mobs, infernals and elites all in one room), because if someone else takes all the aggro you are almost untouchable in the air.
Also allows you a clear line of sight to basically all players (which is great for emergency beams you may have otherwise struggled to hit), and also allows you to use cbless and rain on them without pushing through a crowd of delve mobs. Hidden synergy with HoL (u) because if youre in the middle of the action you can reliably stun all mobs while healing.
Still needs an indicator of whether players have a buff or not. Still feel like the explosion hitbox should be marked more clearly with particles, with a sphere like a firework.
Virtue
It is EXTREMELY strong in healing non-glass targets. Like, it may have just been on par with HoL and beam combined. The key is to turn off your thinking of "if i dont heal them right now, theyre gonna die" and sometimes just let it heal passively unless they get really low and you see theyre about to die. The healing it has is HELLA STRONG. I dont think it NEEDS a burst/lifeline mode anymore, but itd certainly make it more useful for glassier classes.
I will probably never turn on its attack mode. Similarly, it heals a lot on its own even outside of passive mode, so i never turned off that (only had to heal it with beam once for the entire POI, and it did HELLA healing work). Some changes might have to be made in order to make it more actively used. Definitely a LOT of changes to its attack mode if it ever wants to be used on pure support, but that'd probably be hard to do without overbuffing offensive seraph.
Virtue should absolutely follow a player, and a keybind for choosing which should be added. Firstly this is probably mandatory in a team with more than 2 people, and secondly it will prevent cases where going away 1 block away from your teammate to be useful in other ways such as looting or breaking spawners will make it useless as passive downtime healing source.
Speaking of downtime. I feel like this being a source of healing when you don't have any healing skills off cd was intended, but in practice it basically never came to that. In fact, I had to restrain myself with my beam and hol to make use of virtue healing. Maybe in another meta it might serve as downtime healing but, with hol at 5 seconds per cast and beam at like 8 it just ain't.
Virtue is extremely good with tankier classes or classes that are in high risk of getting hit, but having time between hits. (for example berserker, except the risk of them going too high to be healed by virtue)
Totally agree with the Tor thing I hope there's optional keybinds for player only casts
Final Notes
ToR needs a buff in terms of player detection imo. it feels very hard to hit reliably, kinda like old beam.
Also I definitely underestimated how strong virtue would be. Due to how chaotic most normal clears are I had to isolate it and really focus to see how it provided value, but once I saw it was easy to see it was an absolute MVP.
Overall, Seraph is a ton of fun. From straight up flying over the battlefield to seeing someone out heal all damage by doing nothing. It's a huge success and a great force multiplier. I will definitely keep playing it and after some qol buffs it will be a firm first place spec for me.
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Ascension's cosmetic does actually have a custom indicator if you hit a player
I think better particles for the base kit are on the to-do list
I actually think you don't even need a virtue following mode, but rather the action and detection ranges on the base skill should go up instead
If you try running Distant Sentinel, it will absolutely glue itself to anyone that's even mildly hurt
I think that'd be boring
Instead of thinking who to give the virtue in a larger team you just... Get it for all of them basically
No skill involved
Meanwhile if you're playing trio you can give a tankier player the virtue and focus burst healing on a glass cannon player instead
Splitting your healing where it shines most
It probably wouldn't hurt to increase range other than skill expression
I feel like managing your virtue's position leaves much more to do, and if you just don't want that then you can stick it on one person and forget about it or keep it on yourself
Also, 16 blocks isn't that short even if it feels like it at times
So when putting it on another player you still have a chance of supporting all others if they group up
And alternatively it gives an incentive to the followed player to keep in mind their teammates position to maximize virtue utility for the entire team
i mean I think giving a duo the ability to have a virtue stuck to them like glue is, a choice
when there's more than 2 players, eh, sure, but at the same time you just send it off to one person and then you should never have to worry about them unless they get in DEEP trouble
which is also pretty non-interactive
i think lessening interactivity through a follow function is still better
cause you actually have to choose who to follow (fair point thats not a consideration when duoing though)
i think the interactivity should come from virtue health management more than worrying whether it can even apply its main function
a follow function makes you assured that it WILL be useful when the time comes, while still adding some optional complexity
making good headway to make it less passive via health management
fact checked: false
This isnāt Seraph specific (sorry, but there wasnāt a better place I think), but the new Boon and DJ changes feel really bad? Maybe Iām just bad (because no one else is complaining), but healing feels more inconsistent than before.
For boon, itās both on a cooldown and you have to get lucky enough to kill mobs, which feels really scuffed, and is also a massive nerf. If you take distillery to offset the kill requirement, you end up with Soul Rend but way worse (~4 health with a 9 second cooldown vs. 8 health minimum with a 8 second cooldown, both at level 2). Itās also kinda just more RNG dependent, because if a potion spawns at the beginning of an encounter, you arenāt going to get much healing for the rest of the cooldown, which feels awful a lot of the time. When it does go off cooldown again, if you donāt get the drop chance, you pretty much just implode, which also feels pretty bad.
For clericās other two real sources of healing, the DJ changes just read as ādonāt heal from spellsā, which I think would be fair (though it makes bloodpact kind of disproportionately better imo) if the boon nerfs didnāt happen. However, considering you canāt really hyper-focus on building DJ damage, most of your clearing is going to come from your spells, so I donāt feel like thereās much to offset it? Also, lastly, the sanctified armor enhancement is kind of⦠bad. Itās just the same as it was before (which I had problems with in the first place), but now itās tied to an ability with a 25 second cooldown, which is⦠not great. The main problem with it is that it feels like itās designed for 1v1 fights against mobs, which feels bad in R3, especially since youāre encouraged to be fighting more mobs to proc boon, have max damage HoLs, etc. An indicator would help, I guess, but also it would be switching so often with any amount of legionary (or if any dread spawns) Iām not sure that it would help all that much?
Nerfing every healing on cleric is their goal
Itās bad? Yeah but I donāt think they are buffing them
Yeah, and I definitely agree that something needed to be done, I just donāt like the way it was done very much
It also means HoL(u) got indirectly nerfed because trying to utilize the full 360 will just get you instakilled now 
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imo dj should have 5% heal if you kill a mob without dj
And boon needs some change yuh
Like thereās millions of abilities in cleric that doesnāt even apply dj
Hard disagree why should my melee ability heal me when I cast a spell
Boon I agree with though
I don't know how much you've played with them but I still find that they read much worse on paper than they actually are in effect.
One of the main goals with both DJ and boon nerfs were to detach them from mob density (thus reducing their extremeties while not overnerfing them in general, basically making them fluctuate less). DJ does this by relying on melee/projectile attacks, which you can only do so many of in a time frame, and Boon does it by having a cooldown (and increased drop chance for L1). 5% self heal from DJ was an option but it would just hurt R1 and R2 while R3 could still get away with instahealing to full from one ability cast (Bloodpact Pendant's -50% healing was barely noticeable on a melee paladin build and caster paladin didn't even use it)
Boon does need some refactoring; both rng and on cooldown doesn't feel very good
I disagree I think it does well at avoiding being like Soul Rend while still having a ceiling
Maybe the cooldown could be reduced I guess
Idk maybe because cleric is a hybrid class
Is boon giving the effect that you donāt have/have the least duration considered
Itās like the must needed qol
could we detach the boss damage requirement from the cooldown?
I donāt like waiting multiple boon cooldown but still canāt get a effect i want š„
if the argument for cooldown is mob density
I played for a couple of hours, and I died like 5x more than I usually did lmao
I agree that untying it from mob density was a good thing, but incredibly harsh nerfs with basically nothing back feels pretty bad still
I think the cooldown would be fine if the healing wasnāt like half of Rendās on an arguably squishier class
I don't think that's the problem really?
it's more like
It's tied to a cooldown, yes, but it's moreso that it's incredibly inconsistent
and there's no way to mitigate that except killing more mobs
imagine if bezoar was a 20% chance but on a 3s cooldown
I think it's fine if it's like soul rend a little bit
It's more consistent now than it was before 𤷠(not saying it's stronger (it isn't) but it is more consistent)
The rng is a quirk of the original design which is controversial to remove so it was kept with an increase to its chance at L1
I really donāt see how itās more consistent? At level 2 itās just the same thing but you just canāt roll chances when youāre on cooldown
I mean the new sanctified armor is pretty helpful
It's consistently inconsistent
Having a cooldown doesn't make it less consistent it just means that you have to roll an inconsistency every 6 seconds
It's more consistent because there's a smaller gap between procs is what I mean
Idk Iāve never felt it being active because Iām dying so much quicker, but thatās not really a problem with the skill, so itās fine
It's weaker yeah but it is more consistent
Like that is the math
nnnno.
Howā¦
it went from 20% chance to 20% chance
Plus, if you kill things on cooldown, when it goes off now thereās less mobs to try to proc off of
Make l1 7cd, l2 50s duration + -0.75s cd when trigger, enhancement now -1 boon cd for every mobs you killed while its in cooldown

No, that makes it reliant on mob density again
it already has boss damage... and that's not happening in clear unless twisted...

it wouldn't be a bad thing per say but cleric doesn't really.. have anything else
Rogue is a glass cannon that one shots
Warrior gets tons of EHP, both from a passive, DR skill and a shield (albeit in r3 that's a joke, I 'll stay silent on this toppic.)
Cleric has... only his healing.
Sanctified while an interesting thing should probably have it's (u) aspect at base, and/or provide better DR so it's felt on anything else but glass builds, which admitably most are since magic/melee stat budget wasn't accounted for cleric suddently loosing all of his ehp
Alternatively boon might just need upgrade to it, how I have no clue, a chance increase? healing increase? guaranteed effect? Unsure what the skills' direction is now.
let's be honest glass builds have pretty much exactly the same viability on cleric
if you died in three hits before you would die in three hits now
@teal dagger you had issues with dj healing on cleric right
I was initially ok with it but it feels incredibly inconsistent and unreliable now, especially on Paladin where you have a lot of active abilities that will "steal" your healing if you use them
that and its complete absence in the presence of bosses
It kind of feels like youāre being punished for killing mobs while itās on cd now
I have more things to say but inconveniently I have to leave and can't respond for a couple hours
as conveniently well themed Automatic Distillery is, why isn't this just the base ability
me when I wait out my cooldown but I still have to win a 1/5 chance
sure when it activates it's borderline op but like why am I waiting till 21 to go gamble in Vegas
it's the one thing I've hated about Cleric since I started playing it, muh support/healing focused class and I have to leave it up to lady luck for my class to work
I've started toiling with builds that pack a lot of LD/Sus/Regen just to ignore the luck factors and in a twisted sense those builds do very well
Automatic distillery is cool
Unfortunately, you also kind of trade healing consistency for buff consistency
I wonder if it would be reasonable to kneecap Boon healing in favor of DJ healing
could make Boon more interesting beyond "PI but skill"
and also fix the consistency problems
Cleric healing was batshit broken before and is still very strong now
Yeah, a relatively balanced class will feel less consistent than being able to fullheal from 1 spell but I'm sorry chief that's not how balancing works
then.. don't use it? if it gets you instakilled why would you
it doesnt get me instakilled, so I'll keep on using it
very useful enhancement still
ehp btw
guard 2 and shielding 1 but those only help you in so many situations
its about 140 with just shielding which you can get somewhat consistent uptime on; it's still on the lower end for close range r3
zero clue what "using the full 360 aoe" means when it's not like volley, it's literally just more spread + a stun
360 Volley and its negative impact on self preservation instincts
yeah Cleric healing was op but at least it could be relied on
yeah youre so good bro
Ok I will admit that itās probably just a skill issue
Oh Iām not entirely complaining that it was nerfed, it was absolutely deserved, but Iām mostly complaining about how it was nerfed
Cleric healing was stupid and 100% needed a nerf, but now it just feels bad to play imo because of the inconsistency
I dont care that it was nerfed, i care that it feels bad to use
Itās a skill with 2 layers of RNG and a cooldown with only r3 having ways to mitigate the triple layers of downsides
its not really inconsistent imo if you play cleric as god xernial intented
well maybe boon but otherwise I don't think dj healing is too bad
To clarify, iām only referring to boon, i dont really have an opinion on the DJ changes
I was running to the middle of a group and using the 360 to effectively double the range, which I do realize now probably wasnāt great for balancing that I could do that with 0 consequences, so I do take that statement back
#noticing
well, imagine if you HAD to get five kills every cooldown
or worse, if you got the fifth kill while it was still on cooldown
I'll take suggestions on how to approach healing better, but I'll explain my thought process for the boon change
As mentioned earlier, the cooldown was added to hit the extreme healing boon can provide in dense encounters (much much more common in r3). The L1 chance was brought up to compensate and L2 was left relatively weak of an upgrade since the previous gap in strength was too large. Looking at L1, we went from 10% chance with no cooldown to 20% chance with 8s cooldown. This effectively limits the frequency at which you can gain boons, yes, but over a longer period of time you are going to proc it earlier than before. This is what I mean when I say it has become more consistent. You could get a boon one second after the last, or you could get it after 20+, 10% was not particularly reliable. Now you have to wait 8 seconds, but after that you're twice as likely to get it than previously. There's a period in which you cannot get a boon, but the following "drought" is much shorter than it would've been previously, had you not rolled a boon in those 8 seconds. Ultimately I see this as a particularly harmless trade in R1 and R2 where things generally move slower and the density is lower. L2 has certainly been nerfed, nothing was gained there unlike with L1. It was also the intention to nerf it after all. In the end I do not find the healing to be unreliable or inconsistent in any region - don't get me wrong, if ya'll don't like how it was done then I'll do my best to improve it, I simply haven't had the same experience
And to reiterate, boon is still a chance because the suggestion to change that to bezoar style was slightly controversial and I didn't feel particularly strong about it in any way. Increasing the % at L1 felt like enough to me
sure - but the chance based system is still kind of grating, not the cooldown
for l1 it's great I like the change there
I think what bothers me most about the new system is how it interacts with the enhancement
But anyway boon charms are now more potent in proc chance, I'm curious how charms like greater and/or focused boon feel to you guys if we're to do more changes
I think the boost from boon charms is pretty unnoticeable imo, since I feel like the limiting factor is more about the cooldown than the kill chance
Can the buffs and the healing be separated maybe
I wouldn't mind the enhancement also getting two buffs per boon proc rather than the CDR increasing - you'd get the same amount of healing but you'd guarantee two unique effects
I don't really feel strongly either way about the healing changes, mostly because Sanctified Armor is a much stronger EHP boost to my melee/ranged Cleric builds than Heavenly Boon ever was
A somewhat complicated issue I have with the new boon is that it highly encourages a somewhat specific playstyle due to how it interacts with the rest of clericās kit
I think my ideal Heavenly Boon would be as follows:
- Instant Heal is removed from Heavenly Boon entirely, and now Regeneration 1 is a baseline effect that procs every potion
- Heavenly Boon loses the chance stat completely, with Tiered charms turning into Regeneration Duration
- Heavenly Boon now procs on kill, with a 10/8s cooldown
- Divine Justice healing is increased as necessary
If you swap out Instant Health for Regeneration, you lose the "soul rend effect" on the ability
agree
regen 1 seems quite low
If we were to swap to regen maybe we can just remove cd
They donāt stack anyways
I think it's going to boil down to either CD or chance and I'd rather have the former
Fair enough
Regeneration could also be swapped out for some sort of generic HP/s regen like bezoar/rampage if there's a need for greater control over the stat through charms
why stop at just regen?
CD is better for chance in a multitude of ways, both in consistency as well as playing well with the rest of the kit (Touch of Radiance) and your buildcrafting (Aptitude and Ineptitude)
I'd like Boon to move away from being such a significant healing source and move toward actually interesting buffs, the healing has always overshadowed the fact that you get all sorts of other buffs
what was that hierophant move that buffed everyone?
Regen is fine to have since it is far less exploitable as opposed to ih/absorption
@radiant isle I think if the oldheads really enjoy gamba Heavenly Boon, that it'd be interesting to expand the pool of buffs to more effects beyond the 3-5 we have now
and of course buffing DJ healing to be more active would solve the loss of healing
You mean the cleric skill celestial blessings
idk in what way perma regen 1 is getting overshadowed honestly its a massive fucking buff, always has been and will be
The hierophant move that stacked buffs when not getting hit?
All of the old Thurible buffs made it into Seraph's kit in some fashion
I wouldn't mind Haste 1 being a Heavenly Boon potion effect though
adding fire resistance and jump boost and calling it a day
it's a buff I swear
well i would not refuse fire res 
I don't think that the density is THAT much lower in the first 2 regions compared to r3. The boon nerf was easily the most felt in r2; since that region has frankly appalling balance currently and cleric was over relying on boon to get through mobs that regularly do 50+ damage with normal attacks (not even considering anything the delve powers can let them achieve). So I don't think its a "harmless" trade in r2 at all, its a severe nerf no matter how much more consistent it is on paper. I dont blame you for nerfing the skill in the first place since it was very polarizing on the classes balance though.
Thurible's strength -> Ascension Orb Strength
Thurible's attack speed - Ascension Orb Haste
Thurible's movement speed -> Keeper Virtue speed aura


