#Seraph Feedback Thread
1 messages · Page 3 of 1
you WILL use your soulsinger and you WILL like it
We lost rampant miasma 😢
Rampant Miasma was reworked before Seraph
Miasma is like, awesome now
expand
Does having 0% str amplifier mean u have a 1 in 5 chance it does nothing or does it remove str from the roll table
removes buff 50% sure
You get a 0% strength buff
yup... which maybe can be changed to remove it from the pool
@plush stone we are playing completely different games i think
i dont understand how you think seraph is bad in r2
what build are you using for r2?
ian build
the 50 ehp one?
I’ve been playing r2 seraph it’s pretty cool
I do think high pts r2 is just much harder than high pts r3 just in general
Every class feels that way
At least in my experience
It is bad because I activate my spec ability only to watch to do less then a quarter of the damage paladin achieves. Ranged paladian is better in every way, every single way. Paladian is the most fair comparison I can make since its on the same class
same but with the greatest weapon of all time, firecoral lance
luminous infusion is an aoe skill that is better single target then hallowed beam in that region
? im doing up to 60 damage with my orbs, and thats unbuffed?
have you played seraph with the recent changes?
I am sorry how is 16 damage more than 26 (+9)
that is a 25 second cooldown to do about the same damage as elemental arrows, an ability with no cooldown and the same range.
6 second cd isn't it?
EArrows and Ascension are hardly comparable
they are both moves that make your ranged attacks deal 3 block splash damage?
one leverages other abilities on the kit to achieve unique goals while having weak splash damage while one functions as a burst mode that turns all projectiles into full aoe attacks
apples and oranges, mostly
good question!
mage talk in seraph
I have been playing more seraph today, the ascension dash is pretty good tbh. Although I noticed myself using ascension for ONLY the dash and not the attack, like I would use ascension just so I can dash and fire maybe 1 orb to mark a mob then toggle off ascension.
im refraining
notably, earrows doesn't grant other players a 30% damage + haste 2 buff
The dash is really all I feel that has significantly improved the class, which is a good stop in the right direction but the skill is still not particularly powerful.
I mean sure thats fair, but like I was comparing a spec ability to a non spec ability. The point was just that this spec ability to a passive, the point was just to show that the damage it deals is not strong in comparison to the rest of the game.
uninteractable statement really
yeah idk
I think particularly in r2 seraph really don’t have good aoe
So ascension aoe while not particularly strong is pretty needed sometimes
i disagree?
Arent u comparing 4sp and a spec ability to a spec ability there…
its aoe is quite potent, ive noticed in my delving this past week
like earrows + spirit is both a normal ability, a spec ability, and one with zero utility both for movement and team buffs and is on a spec entirely dedicated to damage
do we have a list rn with everything thats been agreed upon that needs to be changed?
Ascension damage output is honestly a carry in R2 sometimes
i genuinely hope it performs worse
the movement of ascension is still a double edged sword, your very vulnerable wen your dash is on cooldown and your unable to go backwards smoothly.
its hard to dodge groups of ranged enemies firing at you for example
i would say yes to that but you could block with a shield
Oh in that sense
Yeah it’s not weak
I think I’m just having too much of a crazy vision for it 😂
it isn't the best idea to solve the issue but the only shield breaks you get is from magic attacks in ascension
blocking with a shield means I am not killing the mobs and losing duration on my timed ability though.
so dash then swap to bow?
if only you had some sort of powerful offense to generate space and control in combat while you float
also the bobbing on Ascension low key fucks with ranged mob aiming too
well like the problem is that I watch the elites tank everything and still catch up to me while I am wearing 5 damage pieces.
this user does not use beam
its true
that literally never happens when i played seraph
this sounds like exactly the thing you should be saving beam for
thats 2 different issues, defense in ascension and dmg
beam only kills one elite, there are several
alright well we are playing different games then because you do NOT need to run glass or anything near it to handle elites
doesn't beam go through enemy's?
Why does my support spec not oneshot everything, an essay
why are you being so indigenous and putting words in my mouth every time you talk to me
I have never been asking for seraph to become a killing machine this whole time
that wasn't putting words in your mouth I'm making a joke
I want it to complete basic tasks
he didn't?

because, it really is fine
r2 elite is like
1 beam 3-5 attacks maybe
It’s not like it’s taking 10 shots to kill
on 12pt
and idk whats your setup + pts
are you spamming all 3 beams and doing nothing else
ascension isn't used for beam spam?
its literally used for a bow power boost with aoe?
remind me what kind of item you need to be holding to cast beam
elites often also tank divine justice hit + 3 beams, the skill does 40 damage in r2 its not strong
elites have over 200 health and 2 tap you
we have a bow?
the word is "disingenuous"
matching this experience to the fact that you've tried to run glass and I can only logically conclude that the elite in question is Forum Ent because how the fuck do you not kill an elite in 3
I'm being a native tribe 
I am running glass in r3 because the class isnt killing anything and then I still watch it not kill anything after trying to make it do more damage with everything I can think off.
hierophant isn't suppose to be ability spam like paladin? its suppose to be bow'ing while using ability's to buff other's or buff your bow?
I ran an uninfused Seraph set featuring Veil's Horizon and Primordial Skin as most if not all of the notable damage on the set and it would take 2 beams maximum
hang on what build were you using?
^^ literally same in high points
tested on every elite in 25pt Light Gray, Cyan, Pink, Teal, and Forum (excluding Forum Ent)
im starting to think you might be making things up
r2 cleric doesn't have other abilities, illuminate hits for 25 damage with C blessing up, most of your game play is using trident ball.
its just not capable of dealing with legionare i'm not sure what more to say
me when i sneak in the elites that take 5 beams to kill into miracles copy of monumenta
me when I spread misinformation (Illuminate+CBless hits for ~30 base damage before all other scaling)
so why are you acting like seraph is suppose to instantly kill enemy's when using beam? its suppose to be crowd support and healing/buffing teammates not a oneshot?
aaaand I am nerd reacted
ya okay what ever it does FIVE more damage then what I said
you deserve it (but you're still right regardless!)
5 BASE damage that also is functionally 20% more damage
it’s really just impossible to have a conversation about seraph when half of the people are playing it as a solo clear class and half of the people are playing it as a support class
since the other support classes have better clear then it, by like a lot
subclasses when classes are built to be multipurpose:
i played it as a solo class and its still fine
maybe but how am I having a better time offensively in an uninfused hybrid set than miracle is in glass
never saw any issues in clear
support does not mean the class needs to be weak
virtue needss some tuning but like
the class performs well in r2
coming from my solo and team delves in r2
its clear that youre the only person who thinks the class is a weak clearer
could you explain which subclasses are you talking about?
shaman is healing and cdr not buffing teammates?
Apoth maybe? but honestly seraph just is more powerful than apoth damage wise
soothsayer and apothecary are the other 2 "support" classes and are stronger then seraph (gap is closer in r3)
comparing any class to Shaman is unironically disingenuous since that class is overtuned as all fucking shit
?
apoth's clear power comes from good mobility and ability to live but seraph just does more damage than apoth no matter how you slice it
just nerf shaman

Apoth is just not stronger than seraph lol (1 damage ability on 20s (?) cd vs. 3)
we cannot just ignore an entire class when talking about class balance
shaman wont be alive much longer.
Thy end is now
shaman is the meta its fair to bring it up
im at its place of residence
not incl. base alch but its still not as much damage output (Brutal DOT + AA + Amalgam...)
shaman should not be meta
Christ.
also like?
not a fair perception to have since this assumes that every class that you use in comparison will be balanced on their own
so the issue is with seraph with your point of standing is shaman?
burn the class

its hard for me to keep up since chat is being spammed but like this is not true, most of the thread so far as been people calling the class weak (and its not like the class was reinvented in one update)
soothsayer has better consistent AoE but is a much worse supporter outside of Chain Healing Wave
I think seraph should be nerfed because its stronger than apoth. real.
I am being rage baited, this isnt what I am saying at all
most of my comparisons have been to paladian
CZ Frostborn can kill an Elite Dread with one ability that can hit an aoe the size of a continent, so I am going to use this class in a comparison to rationalize why Mage should be allowed to do the same thing (ignore prenerf Null Agglomerate for 1 second)
alright explain how are you comparing to paladin?
so how is a spec with no support abilities compared to seraph
I did so for like 50 messages in this thread already?
definitely wouldn't say NO support abilities (Choir Bells is debuffer + taunt)
i'm asking for a location on where you described it not just a comment
to be fair they did talk about pala
(1 compared to 3)
also base class but semantics
Asc is a support ability?
ok but like
Oh wow ranged paladin
it buffs players around you
I hate ranged Paladin I will not lie
gives haste and damage if you hit players
i only play solo tbh so i never realized; thats fun
youre literally just making up shit about it and/or exposing yourself for playing in a kind of not great way
slop paladin before jb nerfs
like you kinda implied that youre trying to kill an elite by just
dumping beams into it
and nothing else
thats not what the spec is
then how do u kill an elite
ur allays are weak, asc is too long of a cooldown
dj bow...
you might have to actually use the weapon you're holding to cast the beam
the horrors
the weapon is more than a stat stick
cycle beam with your main weapon to maximize seal damage
so how many hits will that take?
which is the entire reason beam became flat damage and not mainhand scaling in the first place
probably like 4
i think the issue is the fact that people are wanting the class to become a dps class instead of a mix of support and dps
@rose atlas I mean like I talked about it a few days ago in the thread already (whole rants all start here)
not even DPS, sustained burst damage
no i want the class to have clearing power
its not even dps
alright thank you
so the weapon would stop being a stat stick and start being a thing you use to kill things in the intended manner as well
but it seems people have missed that anyway
Too lantern prism pilled
We need to bring back clip based balancing I think
I can't tell whose right or wrong
it has clearing power
which support are we talking about in paladin, bells?
...?
fine i'll take the bait
should we buff scout
nerf scout
should scout be able to kill in two tridents and one ball then
Blessing, bells, just being able to kill so many more mobs then seraph can.
scout takes a pstrike or like a razor and a bow hit
since clearly five hits is too many
and its not like beam is a short cd spell or aoe
acting like half of hunters dont run split 2 pin 2
its a 10s cooldown on a single target and dj is also single target
x ability only does y damage which is less than z (completely differnet and uncomparable thing) is a dubious argument I think
playing the game has lead me to believe seraph is doing very well
hunter in r2 can very viability run split 2, pin 1, pred 1 and its good since pred helps you defeat elites covering your weakness well.
i think the pet needs a buff
i feel like people are playing really slow and then thinking the spec is fine
what is the name of the ability?
like
keeper virtue
every class is fine
if you play at the pace of a sloth
the cooldowns are too long
honestly i think the class name should've been kept Hierophant and Keeper Virtue should've been called Seraph but its okay!
keeper virtue is fun to have but its a bug zaper dps wise
ive been running split 2 pin 2 for months in r2 and its been fine
yeah the class cant clear guys look how long it takes me to kill an elite
you just
i dont have much knowledge on the healing but in r2 its a bit weird
oh i only use beam for healing for r2 basically and for r3 it's a nice extra bit of dmg
shoot the elite until it dies
woe is me i had to shoot five times with bow and then volley to kill all the spiders
terrifying
1razor
plus i feel like basing clear ability entirely on the basis of can it kill elites is kind of dubious
Nice hacks (My video isnt loading
)
fuck I forgot to even try Covenmourn lmao
i cant lie i dont even know what all the abils are with sins of the voracious 😭
the main thing I am thinking when playing seraph is just "why am I not playing paladin instead". Ethereal ascension takes a long time to do a fraction of the damage my luminous infusion can, all while its less flexible, with less damage and a longer cooldown. The support ascension has means nothing when I am by myself so its not really a nice consolation prize.
but yeah truth nuke it really doesnt struggle with elites
sorry they didnt die in 1 sec so its kinda ass bud,,,
I do still feel that seraph is just stuck in paladins shadow
the other spec just does stronger things then this class can, I dont see the reason you want to play seraph other then wanting to have fun playing the new class
consolation prize
Too slow on a 40s ability paladin already end them in 1 nanosecond with LI
firefox has bad spell checking leaving me alone 😭
but also this clear speed actually is shit because Rogue and Mage and Berserker would've ended the fight in a third of the time at most so this class is terrible awful doodoo dogshit
that raises more questions why are you using browser discord
it's like saying "why would i play soothsayer solo when hexbreaker exists" man
one's more useful for team support and one's more selfish
true everyone should just switch to mage
can we not do that here
not even a dunk atp im just curious
its like how species keep evolving into crabs
all roads lead to overcentralizing nuke charm
started a tally on how many times we can reinvent the wheel
lost count
i think we should keep things civil
thats a good comparison, but currently soothsayer is very competitive with hexbreaker even if it is a worse class overall.
I am beyond rational behavior so I'm going to leave
Serpah is, if I am being kind half as good as paladin where as sooth is like 80% as good as hexbreaker
calling everything bait does not really make this discussion better
it's one valid chain healing wave nerf from this not being the case
that is fair but like sooth has high tier clear too so like the class is eating good
haste2 tax
so seraph is bad because shaman exists?\

the apothecary to harbinger comparison is also close as well I feel
thats true ig
I'm trying to understand how asc somehow deals less damage than LI because I'm looking at the numbers right now and it... isn't
Every single one of my orbs deal more damage than an LI explosion
like, I can see what you're getting at but I feel like the more you push Seraph's offense, the more likely it becomes that Seraph just becomes ranged paladin with extremely potent support abilities attached. I already think Seraph massively outshines Paladin in a group setting
it has 2x less radius
it came to me,, in a dream,,,
LI is burst and is stacked on top of another attack, so it kills the mobs quicker
i think most of seraphs support comes from healing anyways
most damage supports are just cbless
beam seals are a colossal damage boost for melee and proj specs in R2 and ascension orbs are twice as effective as a damage boost than thurible2 with the small caveat that you have to use it at opportune moments and get kills rather than it being always on and passive
Is this like
A+B is better than C
So B>C
it also does not slow down your movement and can be used as recklessly or conservatively as you want, its a much more flexible skill which means a lot.
not so small with half uptime
calling 2x potential half uptime "2x effective with small caveat" is just wrong
And you can fire 10x as many of them? the argument of damage does not make sense to me, it sounds like there's more intricate factors here
u can argue its better but the uptime is not that much
Im looking for just what you're trying to say, it feels like you're arguing with everything that is with the class
so what is the problem in your view?
ascension is an ultimate on a 25s cooldown
and without ascension it should still be clearing good
Isn’t LI on 20 also
It’s not that far off
I guess but like thats just how luminous works as a skill, its not really right to not include the other attack its being used along side with
thats like looking at mage skills without considering spell shock
miracles stand of point btw
(not saying you're wrong but it feels like the entire chat is arguing with one person)
ascension can clear good sure but the class being a singular nuke just makes it like tene where u use an ability and now ur left with nothing
Not quite since ascension's cooldown starts when the ability ends
Then you should compare to A+C
its realistically on a 35-40s cooldown
i mean you can chain orbs to get up to a 20s buff duration
using dew and ToR at the correct moments can squash the ascension downtime to only a few seconds and that's just in R2
Beam and virtue should in theory be able to hold the class up well enough during ascension downtime
Yes I'm aware it's not quite there but it is the theory
couldn't there be a charm thats changes the core of the move? short cd with less nuking
it should be better than fox
it's moreso Beam and a good aoe proj weapon but yeah it does fill in the gaps
bandaid charm doesnt work in r2
Ashkii galero is exactly this now
it isn't suppose to be a bandaid, its a nuke move. r3 lets people change gameplays so?
My mean issue with the class is virtue. But in general I don't think the class is a underpowered and like like some parts of its kit to be pushed so it has a more dedicated niche
this has been addressed many times already
we all understand virtue kinda is ass right now
i feel like the ultimate ability just makes it so the class is weak without it
ult moves in monumenta is a weird idea
if the class is strong without it its op with it
if its ok with it its weak without it
like if beam was a stronger skill theres reason to run seraph instead of paladin for its superior single target damage. Or if ascension was a more capable nuke, then i would feel good using it instead of luminous infusion.
honestly i tend to completely forget ascension exists for long stretches of time and just clear with like
beam illu hol
and it still holds up so i really dont know what the complaints are
whats the environment
12-25pt clear
also im arguing from a balance standpoint
you cant balance a strong ability on a long cooldown if u want it to clear without it
you can very much clear without it
Ashkii galero is the idea but for the gameplay people are wanting (fast usage and recover) the cd still feels to long
to that I simply disagree

you can if the tool provides a unique benefit that the class otherwise cannot access
Ascension gives some of the best true aoe coverage in the game coupled with a unique method of mobility and indirect sustainability mixed together
anws any thoughts on multiple virtues?
sure you can clear without Ascension, but Ascension can benefit you if you apply it correctly
yes my thoughts are that I would explode trying to code it
what if virtue was u can stack multiple it regens over time and u press a key
and then it all just goes free
fair enough
i dont think you would heart (virtue + 1 charm when) (in all seriousness it should be pretty simple tm hopefully)
waiting for summoner build in monumenta
ok so hear me out for just a moment, split the Virtue into an attacker and a healer
thats kinda dumb
its like removing a core mechanic of the move
The virtue gets schizophrenia
this implies that the core mechanic is that there is only one of them
can we sacrifice our teammates to fuel our virtue
insane idea
i cant wait for 10 seraph to drain my health
in sirius
I mean sure, in my head I was doing this but I did not really explain. Ascension does preform better when you use like hand of light + orb attack at the same time. Compared to LI though, lumnoius can be combined with more attacks plus its still stronger when combined with the same attacks Ascension can be paired with. There is also a major difference between r2 and r3 here; in r2 the gap between the 2 skills then it is in r3 where ascension is better.
in gameplay I found myself using hand of light (with zoetic gas to be clear) + ascension basically every time I used the skill
Does that even numerically make sense 
yes since in r3 luminous has better charms
I thought we’re in r2
r3 I don’t play much yet can’t say much
It is very hard to talk about 2 regions at the same time 🥴
how did the testers react to virtue
I wish virtue was a lot better
in r2 you are 2 shoting mobs with both classes, which is rather slow (paladian is far from a top tier class there). Difference is that paladin has complete freedom of movement then seraph has, with better uptime on its abilities and can out damage with luminous + divine justice at the same time (albeit to a single target, but thats all you need sometimes).
so what you're saying is that there's better options for clearing poi's?
Bewitched Lantern worths +300% damage icl
no I am only talking about delves here, since it does not matter what class you play for the rest of r2
It’s weaker than geas
as far as I am concerned seraph is a top tier class at the chillwood pois
seraph weakness is a cieling
thats a litlte unfair but delves are all we have for endgame in r2 (besides dd of course)
30 how? the base damage is 15
so like I kinda have to use delves as the metric since were else am I supposed to compare classes in
looks like I am also spreading misinformation
what is its damage
acutally facts, its really hard to use ascension in close corridors
beserker but without jumping
15 base or does the 15 have like CBless put in
its 30 with hailstone equipped but we're talking about r2
I deny Hailstorm anyway it's all g
15 base at lvl 2
i think the real issue for seraph is the fact that scout didn't get a majour nerf in the changelog

i talk so much about LI but whats even more important is just that paladin's 3 abilties together is a more well rounded kit.
@radiant isle with your design why did you add a health bar to virtue?
prevent blizzard v2
like javelin is not a crazy ability but it does do much better then virtue and holds its weight for you. Bells is very great and really improves your splash damage when you need it the most.
expand on that
❌
How dare you.
the health bar on virtue I do like a lot, the design of the skill makes a lot of sense (giving the support spec its own ally to buff makes perfect sense, it makes the class's support not go to waste when playing alone) it just sucks math wise.
I think you need to compare skills 1 to 1 I don’t think many people like that
If anything I would compare javelin to beam
But you don’t
You see the issue
They are not 1 to 1
because I wanted it to have a unique mechanic you have to interact with really
like it does 7 damage and only attacks undead, thats the real problem more so then needing to heal it
well for javelin vs beam, beam does win that comparison pretty easily. Javelins problem is also being a weak skill, it remains useful for being a flexible skill that is good at marking and being paired with LI/justice. Beam is better at damage but doesent really mesh well with the other skills since virtue is too weak (it does more damage to shoot the mobs then virtue gets out of the heal).
Javelin is the worst pala skill but it does have its place in the class and is worth using.
You, uh, can't buff it
You buff yourself and it scales off you
Yes you cannot and it makes me very sad
realistically in the moveset does virtue actually fit into the kit?
it really feels like you should be able to buff it with the other skills, right now only beam buffs it
if virtue was not bad it fits very well I feel
You buff it with cbless and it becomes super macho 😼
the reason you can't buff it currently is because its damage is counted as your damage, and you buff it by buffing yourself
but there's the idea of making the virtue not inherit the buff from you and receives buffs from outer source like from you
what if you could press virtue trigger while it was active to consume hp and do big aoe around virtue (healing or damage depending on current virtue mode)
curse of too many triggers I think
makes virtue stronger and makes health a bigger resource to manage
and then make TOR reduce teh virtue aoe attack cooldown 🙏
it would be like old reckless swing but virtue!
virtue could be a really cool skill
I would not mind deleting virtues healing completely if it needs another trigger to work with. The class has 2 other heal moves already, 3 if you count boon as another; which are all better then virtue is at healing anyways so its not a huge loss.
like virtue could just have, attack stance, idle stance, special attack key (over the current heal mode key)
Virtue is an angel; angels should heal! idk if its actually inspired by but Eos/Selene/Seraph from FFXIV would not be the same without the healing
virtue healing right now is quite solid
its offensive capabilityi s quite weak both l1 and l2
and its buffs for both l1 and l2 are nothing burgers
no it still does not heal the 61% HP player and makes me sad
Ideally virtue could function with only two keybinds: Summon / Burst AOE which consumes health (if added, aka. cleric reckless swing) and Swap Mode (between both/heal/damage)
it is like kinda okay if you use in in drask but like thats it
If they bring back reckless swing but as a virtue ability I will Rage Quit
i think it would be funny cocopad
I'll have to undergo metamorphosis to become Ex'holrim Dark Beast of Carnage
as for the blizzard v2 thing, I feel like its not going to be a problem since virtue cannot be controlled precisely and has limited uptime by design. Things would have to go seriously wrong for it to become a solo ability like blizzard can be (like quadruple its current damage and thats still not enough to make it a solo ability)
for comparisons sake blizzard needed to do 50+ dps permanently to be a solo ability (and more then that to be a solo high points ability, which it cannot do anymore)
well there was the tank set stuff but like my point is just that virtue is very unlikely to become blizzard v2, so I would not be concerned about it
Of course it does not need to be a solo ability to be useful, it just needs to contribute meaningful damage to fights.
I want to talk a little bit about this charm here. the reason is that, I miss my orb radius a lot. Neurons new design makes the skill very limited as it restricts to to be basically only a heavy CC tool, as it does not have the duration to be used outside of this role very effectively, The issue is that I want the radius for those kinds of situations and the charm no longer has it. The low radius was always a big problem the skill had and I really valued the precious version of neuron for increasing it, so much so that I called neuron required. In its current state it is a 30% damage boost and an overall duration increase if you can kill sufficient mobs. Its acutally not that strong for 3 charm power epic imo, I had more success switching to hailstone instead.
The travel speed is like neat I guess but I think its not worth losing that radius at all. Although I also would be happy to just see the default radius increased (at least make it half of LI's radius, or equal to like illuminate radius)
i'm not a fan of the way neuron currently works yeah, but i guess it's just not for me
oh I just remembered that LI and illu have the same radius, I was thinking about mourning star LI radius (since I think or mourning star when I think of paladin, that charm is so bonkers)
Did some short POIs on offensive seraph, here are some random thoughts:
- so far its the best spec to ever perform in a 0pt arx unmwed. It cleared EASILY, really fast and i dont think i was hit even once.
- I switched over to 12pt (dread 5, twisted 5, arcanic 2) and it still performed ok. I can see where Miracle took his problems with dreads from, and killing elites was also quite a bit harder than in 0pt, but i feel like it was still within acceptable levels. Other than that, clearing went extremely well. Sure, it doesnt oneshot an elite along with the dread it dropped like scout volley and 2 tball cycles does, but you can deal with them reasonably well as long as you kite for long enough (i was often met with a situation of running like 6+ spawners back to not get hit while dealing with the dreadlings. Ascension performed really well on them, especially if you also cblessed during it)
- Used explosive component and still felt that my ascension damage was fine.
- Ascension actually feels very satisfying to use, and even if you dealt less damage than with dj (which im not even sure is the case) it would still be worth it cause you can reliably hit an entire spawner worth of mobs at once.
- I tried Ashkii Galero and it was definitely better suited to my playstyle for ascension than the base ability. Also, the most efficient use of ToR that ive figured out is:
Cbless -> Asc -> wait til ascension finishes -> ToR so it affects both of these high cooldown duration based skills
Overall i kinda get where Miracle is coming from in terms of not enough damage, but rather than having specific arguments for it I myself just have a feeling of big contrast between delved and undelved. My abilities just felt like they didnt kill stuff when that was the case on other classes in same situations. As long as its not a gear, charm or skill issue it feels like seraph really falls off from being the peak 0pt spec to being a low-mid tier delve spec. (Still would definitely play and recommend. Very fun regardless of allat!)
Next ill probably try seraph in r2 when I have time, as thats certain to be interesting.
do note that I was doing max points so those elites do just straight up have more health and more importantly have back up that matters. The class inst so bad that it just dies to a solo elite (nothing is THAT bad); it struggles vs boosted elite that has help.
I do wish I had metrics to look at that arent just delves, but there hardly anything else thats endgame to look at so its all I can really use to compare classes in. Like I dont think anybody wants to hear about hexfall seraph since thats just a different game and like hunt bosses are not particularly powerful.
I mean... Complaining that seraph doesn't oneshot elites or dreadlings in a max pt is a very weird argument
It's been stated many times that balance reaches basically up to 22 points (or somewhere around that)
And any higher pts are not taken into account since they're too extreme
How well does seraph perform in intruder
no aoe to clear no great single target dps
probably works cuz intruder is not that hard but is just a much much worse paladin
seraph is very average in intruder ya
This could also be the solution to your argument of "yeah seraph is fine, but why would I ever pick it instead of paladin". Well as long as there isn't a large power difference between the two in 22pt and below, you can comfortably play both since it's more preference and not need
Also, yeah hexfall and bosses are almost a different game
i mean intruder still needs clear, if your class excels at that you can leave the dps to your duo
... it doesnt excel even at that though
The thing is that the majority of the other classes can hold up, so its only fair for me to use this metric since the game has so many powerful classes right now.
It's easier to list the classes that struggle then the classes that can survive at high pts currently. The player is just really strong in r3
I literally don't think that it is fair to use this metric
As I said, balance doesn't extend that high
Meaning whether classes perform well in high pts is more of an unintended consequence
Of course, I'm not a dev so call me out if I'm spitting absolute fake info
But buffing a class based specifically on a metric that is stated to not be taken into account when balancing is... Contradictory
It sorta does extend this high indirectly and going forward it definitely should since theres only going to be more power creep coming forward.
You can definitely form an argument for "balance should extend to higher pts"
like I said that rogue is a little rough around the edges in the past, but that class is going to pop off once it gets its 4th enhancement point. With even more player power on the way we cannot stick to 25- points at the metric for anything.
But i feel like the fact that you kept that as an implicit assumption instead of an explicit one hurt the previous discussions here for you
And also this thread might not be the place for that specific argument
Since it's muuuch larger than seraph
Also, my info on whether high pts are taken into account might be outdated. I'd love to hear from balance devs about this and how it is currently
If it's still not taken into account, I'd focus your energy on convincing them of your point of view on the scaling first, rather than talking about seraph specifically
This is a different view point for sure. but its not something that only I think. A lot of players just only play high points or they dont play at all. I also noticed in general (not trying to point fingers, just in general). That I have seen casual players call seraph fine and high point players call seraph weak.
Cause that will just lead to a fundamental disagreement that can't rly be solved without the underlying discussion
the expectation has been that we balance around 25pt for the majority, which is what we'd like to do
but it really is that the environment in R3 has shifted so much over time that that's no longer the case for everything
there's stuff that we just have to treat differently because of how much charms have changed things
If I had to give a rough estimate, balancing (For me not for others) for a solo player goes like this for each region:
R1: 12-18
R2: 12-22
R3: 25 and above
25 and above is a very loose statement obviously because of how delves are
but in the future we'd like to move towards making max points in R2 and max points in R3 more alike, leaning towards R2
so for now I'd like you to dedicate attention in R3 to 25pts and below if possible
i am actually curious how do you balance around 25pt? or anything that isn't either max or none
there's so much variety in it, 25pt can both be hell and borderline delveless depending on what you select so how do you pick points to balance around
I'm glad we got that out of the way
Discussions that are unproductive because of different underlying assumptions that aren't clearly stated is one of my biggest pet peeves
I won't say much on seraph since I've already gotten my experience playing it and I won't be able to really change a lot of your minds if I say it's good or it's bad, but if I am to say anything it feels like I have to put in more effort playing it for about expected output for a support class, which is more than I can say for a lot of things.
agreed this is a lot of the reason why I like to do at minimum take every modifier when play testing something
I think it might also be a good idea to reframe how we look at classes from being able to end encounters almost instantly as the standard, and moving towards more thoughtful gameplay
because I see seraph being compared to other classes a lot and that's not the goal here guys
well for some classes ending encounters instantly needs a whole bunch of thought
but yeah a lot are pretty brainless
it's a very general statement admittedly and doesnt account for everything said, but i just wanted to get it out of the way
what is the goal then since the class does not exist in the vacuum.
to make it so that it is able to comfortably play solo and has a gameplay niche
xernial can elaborate more if he wants to
I do think that seraph should be equal paladin
but personally i have only a few problems with it
virtue can probably be stronger and a few charms are weird
other than that asc feels fine to me
i'd like to compare experiences and variables so i can get an idea of what's going on
sure that sounds great. I am just viewing the class in how it does in the game, right now more so then its potential in future context (since like I have no idea what it is)
from my limited experience the main thing it's lacking is aoe
the damage is great but it's sorta like charmless brute force or earrows with no spirits
good damage to 1 mob but then everything around it just gets tickled
well i played vase idk if thats the issue
ive heard people use tball but. no. just no
If you're only using vase you're going to suffer in my experience
currently I'm dual wielding between oneiro mavros and vase
and the multishot helps me cover for my downtime
does multishot all proc dj
yes
what about ascension orbs
it does multishot asc orbs for large aoe but it doesnt stack damage
dual wielding covenmourn and vase i found to be pretty strong for raw dps but i didnt like the gameplay compared to oneiro
covern + vase is what I settled on, also liked trident ball
tridentball felt a little clunky to me since there was already a lot of management in seraph movement and cooldowns so i figured something simpler would work better for me
crest/veils/pskin/lstorm/muranic/blunderbuss
skullcap/watcher's/moqqils/prim treads/bugle/oneiro + vase
these are the two sets that i use, both use beam 2 to help out with clear
Stormblessed portal core with scopophobia is what I have most success with but I think it'd be great with something a little faster
I guess ya, from my pov I made this clear from the very beginning that I view the game this way but not everyone acutally read my prior statements (or maybe just forgot, which like fair).
For other devs it might be different but for me I go off feel and some other factors
like what my pace is, how much effort do i need to put in, and how my build influences it
particularly how the class demands the build to be
like what stats do i need, how badly do i need them, and what stats can i afford while doing this
its like an economy sort of is how i view it
I look at this as well, for seraph (and clerc in general) its always bothered me with how hard it is to make a well rounded build. The class needs 2 damage types and sometimes attack speed/throw rate which makes it hard to add EHP into the build. Which always felt very painful to play with how quickly you can die.
in r3 everything I try just feels like its missing something which sucks. I ether miss damage or sustainability.
I think build limitations are also healthy and you shouldn't get everything you want
the missing stats should be something you supplement with gameplay
it just depends on whether the gap is too big
it wasn't a big of a problem back when you could just luck out on boons
there was whole playstyle about using slower melee's to 1 bonk to death before
But now I struggle heavily to make a single valid build, they all just completely suck
Hell even some of builds I grabbed from other people just suck and they are aparently fine with it
I mean sure that makes sense, but even still the EHP is really low even by r3 standards
it would be less of an issue if the class had more offense but I feel pressured into running as much damage as possible
ya before you could over rely on boon to play with these greedy builds, but now you cannot really use them comfortably anymore. But theres also a lack of cleric items so like what else can you try.
in a group i was able to get away with maybe 110 melee ehp, and 140 others in a max pt blue
split damage type pieces get a budget, that much I can say
But building anything acceptable becomes impossible, you either fully dedicate or become abomination that struggles to clear
This is the part where I show iridium crown as an example, not even a build, a fucking sole item explains the whole cleric's split damage type issue instantly.
iridium crown isnt all too different compared to something like fungal fury in stats
in the base role the item serves
the r2 seraph build (same one mscr and everybody else is using) is acutally very good as far as armor is concerned, it has a good balance of everything (has damage, competitent EHP, even some walk speed). Its largely r3 not having enough items for cleric I feel (including melee cleric).
that said I do think the r2 seraph build is just better when you switch the class to paladin too lol
All of it seems roughly correct
granted iridium crown probably isn't using the melee damage stat on it for much
I miss previous Wolf's Rosary
would love to see it return as a new item in near future
it was perfect tankier item for Cleric, especially a melee seraph
ya thats the issue the item has, its never using all 3 types of damage, only 2 at a time so budget goes to waste. It would be a lot better if it was just 9 agil with only 2 types.
did you know I tried to play jack of all trades seraph?
did you know I either had to live with 90 ehp or give up?
that would probably require a nerf to every class in r3 ngl
my chronology legion carapace spectral riftborn delve vs my twisted chiv arcanic bloodthirsty infernal delve
nerf chrono!!!!
im not even really aganist that even
time to nerf everything 🫃
I mean yea, literally every other class just ends encounters instantly
that's... unironically not off the table in our general discussion
even other support specs can either just evaporate or be the filth that is DoT apoth
as a window into how i feel maybe, the pace of the game has far exceeded what I think is reasonable
and toning down is certainly necessary in some parts
I agree with that, saw few other people say the same
but that means you'd need to shoot literally every other class
I will second that it'd be appreciated if feedback was more focused on Not 65 pts nadir speedruns as the spec just isn't built or balanced for that in the same way everything else is
4 minute max pts nadirs and all that
jack of all trades i think might be outside the scope of reasonable building, since that's almost in the vein of trying to build melee alch or melee mage
then again ive never tried or bothered to
Supports, by the very sake of their existance, NEED to be strong, NEED to provide something useful
So tell me, WHY would anyone go play weaker class that gets one extra heal skill, a useless follower and a skill that has no way to tell if you buffed a teammate, and even if you do it's meaningless with sheer buff count you get in r3
Instead of just going another damage class. Paladin is better Seraph.
by lack of items, I mean that the items in question ether dont exist or have like 1 choice (like there is ONE chestplate and ONE boots for this kind, so like if the item does not fit then tough luck you just have to use it)
jack of all trades is pretty stupid
seraph clearly isnt designed around melee and while you are free to go play it you cant expect it to be a balanced experience
well yea thats main issue rn kinda
every single game ever, showed that unless Supports are strong, noone will play them
chain healing wave 
for a class all about healing i sure hope every teammate i play with doesnt have a certain item that would heal them for half hp instantly
no, damage classes are inherintly prefered to play, anyone knows how to hit and kill mobs
but Supports require a lot of mind games and target priorities often
paladin also isn't able to have the utility of ranged aoe, or able to fly around large gaps and funnel mobs safely
seraph has a huge dmg buff too wdym
nor can paladin give haste 2 and 30% damage to others by using your main ability
mmm
paladin very much has ranged aoe what
choir bells maybe to an extent but it's a specific location
haste is flavor buff... i think
caster paladin is pretty ranged
if thats even a term
not any less than seraph
Lance yeets you 6+ blocks forward, and has 32 blocks range.
ranged aoe? HAVE YOU FORGOTTEN ABOUT TRIPLE SWAP HANDS?
consistent ranged aoe isn't something i count on r2 paladin to do
Not liking the state of the game is fair, but at the same time what else are we supposed to do to judge the class by? Lowering the difficulty for seraph is just being paterionizing towards it. For the speed thing I care less about that then I care about comfert and reliability though; if the class can keep up I wont knock it too hard for being slower then say shaman.
this is going to go nowhere if we're just trying to one up each other
yea, I'm sorry but please try to understand my point
that's the thing, i feel like it's just not a point that stands
While I definetly agree with Xernial that R3 should slow down
it would require HEAVY reworks to everything, CZ, Abilities, Charms, even Intruder
(sirius doesn't change he's a snooze fest)
i don't think the content needs to change
that's the exact opposite thing that should happen
Let's start with the fact that relation to other classes in 65 pts is not 1:1 with relation to other classes in more... normal settings
its actually charms mostly that are different from r2
i think r3 power and fast clear is fun for me because i kind of get to mow down the "boring" normal mobs and get to engage with mobs that have more abilities and are very interesting
part of why i don't think i enjoy r2 after playing in r3 is that most of the mobs really are just super vanilla and then you also can't get through them fast
enhances are not that impactful most of the time
Seraph being first to set the predecent is something I am fine with.
BUt then I want to see others follow suit. not wait half a year to see berserk get shot, and watch as every other class that steps out of the line gets shot one by one, until over the top strong content remains while we hold pathetic sticks to fight back
we dont really have many normal settings to look at sadly. Even when I look at some of those normal settings (like say intruder) seraph is at best average if not still underpowered.
A 22 pts const tower took me just 1 minute more to clear on seraph compared to paladin, but head into a 65 pts nadir and it's a larger difference
You cannot use 65 pts as a universal metric
i think 65pts is a good metric in the current state of the game because the scaling is the same as 25pts so it's not really a stats thing
just like how cleric struggles more in quelled convent than other classes
because there's more types you have to mark
if we look at 22 vs 65 then now all of the sudden every class is good and we learn nothing though.
most of it is just the extra mods and how your class can deal with the mod specifically, not the scaling
when we did hexfall duo (very good metric, i know) we picked pala over seraph even with equal dps and supposedly better support capabilities of seraph
you know this is a terrible metric so why are you bringing it up...
like the difference between your typical 25pts and your 25 pts + carapace 5 is if your class can do multihit
its a situation where you pick a better support really
you cant crit while you are flying.. if you are in duo you need both people to actually do something and not be flying for 20 seconds
or your typical 25pts and your 25pts + legion 5 is if your class has aoe
and so 65pts becomes a benchmark of the ability to deal with specific mods
i dont know why try to balance everything only around 25~ pts dungeons and pois in r3 when region is focusing much more on bosses and strikes than previous two
like raid is ultimate support test what can i say
very sweeping statement when hexfall supports ignoring key aspects of the game
im not saying that hexfall alone decides a better support
its fine in both raids
strike meta is to lootrun then swap class in boss so idk how you balance that
why bother balancing around hexfall when its just bis damage builds 🥀
im just really struggling to find a situation where i would prefer seraph over pala in r3
monumenta is also not decidedly a competitive game so i don't think everything needs to be perfectly equal, of course large gaps are not good but i think tierlist balancing is not great
or bis tank for clear 
I guess for normal coop gameplay there is a niche for ranged support and that would be the selling point over pala
-# soothsayer
you would still have to ignore the scout in the room even then 
main selling point is being different from paladin in terms of gameplay loop
I don't know how reasonable it'd be to take some support aspects away from paladin to not make it have 2/3rd of the same support capabilities
we lock scout outside the room for this comparison
Like the shared DJ or boon healing or something could go to seraph's passive instead
true we should just ban scout from boss fights so people can play seraph as the ranged supporty class instead
allay still could use more support capabilities perhaps
more in line with buffing/debuffing
15% vuln on one target is pretty pathetic
what if the vuln had a build up mechanic, the more it hits a target the more vuln it applies 👽
virtue will get some rethinking in the future I hope
for now the healing is getting a little mechanical buff
I still like the idea of making seraph lean more into burst to differentiate it from paladin. Having strong burst potential lets seraph deal with the most dangerous encounters but its long downtime means it does not have the better sustained damage that paladin has in comparison
i cant say i dont miss my 600x3 beam but i dont think thats idea of class anymore
and like in future content there could be reasons to want a support class with burst capabilities, like maybe a boss is built around having strong mini bosses to help it and you want seraph to help kill those while also buffing the team a little
could also make seraph more reliable at its current powers, better flight mechanics, useful allay, maybe a bit better beam. It may struggle a bit to stand out but just upping the power at least makes it a viable option to use for fun and maybe useful someday.
seraph totemic :ooooo
if the plan is to make combat slower overall then seraph by itself is probably fine
its more of a comparison to pala in terms of support
thats kinda questionable
You sneaky...
You just explained intruder
Okay that was intentional wasn't it?
Nice one
Ah wait, right, pstrike
ya thats fair since right now the best thing a support class can do is kill kill kill since dead mobs cannot hurt your team. The game going towards less of a kill or be killed meta makes having healing and damage buffs more valuable
seraph being like that in intruder would be cool
maybe some damage tradeoff for healing
im always taking chip from fire bow mobs and from the whole-arena beams criss cross beams
like scout is a better support then seraph since it can also buff teammates damage but it also kills mobs very quickly too. Its a smaller damage buff but it makes up for it by being so much better at clearing; which is more important in most situations.
a good buff for seraph would be to remove the ability to heal of a button press once per 5s
just saying
could maybe just give seraph access to eagle eye, that might do the trick
seraph can surely see more from up there than scout from down below
heretic radar
Have you played group dungeons for example with a seraph in the party?
iirc they only play solo
for seraph is it has mostly solo yes. I cannot imagine wanting to pick a seraph over a scout as a teammate any day though
shrug
I did like some casual content with multiplayer seraph (like world boss, hunt boss) it was like, fine I guess but didnt blow me away
maybe i want buffs over someone else clearing the mobs theoretically
i was playing hexbreaker solo in r2 a lot but in cyan challenge i found that being full support soothsayer was much better since deaths of all members were much rarer
feel as a main character or smth
Are the buffs worth loosing another clearer?
thats the question really
they arent which is part of the problem with support in this game. Its why support has to be competent at clearing too.
Just make ascension have 30% resistance in air

Jk but like I’m not sure if it is worth
like a good comparison is DD dawnbringer vs CZ dawnbringer, the former is not a viable class but the latter has clear (in both acutal mob clear and support that speeds clear) which makes it play able. Its the same class the difference is just power and environment
maybe im too far removed from normal cooperative play at this point
i appreciated seraph healing when i was like playing in a 25pt indigo
a lot needs to be done for support to feel good having then just having a walking nuclear bomb as a teammate is what i'm saying here
Paladin soothsayer can heal you
give seraph sundrops fr
and also a 70pt 8 player starbound sanct
the seraph was very far away
but saved me from shadestepper
and vanguard
So you like seraph for the long range healing?
i like being healed
tbf seraphs healing is more useful then what it does offensively, its not a useless teammate its just not a particularly great choice.
part of the reason why is just that other classes can heal too (cough cough paladin)
i dont feel like there is content (in r3 atleast) where i would really want a support rn
Hexfall
like yes sure it is nice to be healed
let virtue apply cooldown recharge speed on allies and world hunger is solved 
buffs sometimes are noticeable
That’ll be interesting, instead of a turret that’s just shoots stuff and die you make it a cdr bar that you can drain for extra cdr

Man.
but i can do just fine without, my pickaxe heals me for 1.5 hearts, every elite kill heals me for 10%+ hp, i got instaheal in hotbar and life drain/prismatic/whatever sort of sustain the class has
usurper is hands down best sustain infusion
Just don’t get hit
what if you got 2 virtues it would be pretty cool
Dev already said it’ll be a nightmare to code
ya seraphs arguable best strength healing, is devalued with how wide spread it is in the game.
reading this makes me wonder if people are just trying to play the most optimal way possible everything in this game 
tragedy...
idk i have ii in every build and i use like 7 in the whole day if im bad
Yes everything needs to one shot enemy’s heal players to full hp and give haste 3 buffs
support just doesn't easily mesh with TM's goal of content being soloable if not explicity team content. Exacebrated in r3 because brute force via incoming threats is diminished by player power spiking
if anything it would be functionally the same as having one virtue with two targets given that the cooldown works the way it does
Has anyone tried seraph in hexfall?
How do you expect me to take your feedback as authentic if you have not even played it
I have no reason to believe any of what you're saying on seraph's support capabilities, I can't use this for anything
I guess I did say I'd rather have the meta class over seraph. I would also rather have most other classes too though. I wont like be upset if I see a another person playing seraph on my team, I don't really care enough to police class choice of other players in game.
its the dps
true, pace of the game is simply too fast for supports to matter a lot
for magic
i think this is not true
seraph is hexfall meta, which says absolutely nothing because only reason it is, is because alch has higher vuln than pala
Interesting, is it a bow dps or bis melee?
otherwise more people would play hexbreaker
melee
So ascension is not used
spec so good that it makes it too boring so people fall a sleep and it becomes unoptimal 👽
its used when downtime to buff and get off it
you ascension to buff then get out of it
ascension 1 for when you cant melee aka inner leave attack in voodoo
Just nerf and break some shaman abilities

shaman is just a balance nightmare
shaman is a mistake really
dshot was killed
Insane
sure I can go play some high pts in multiplayer some time too. I was willing to talk in the first place though since I was most concerned with the classes solo performance since thats how I (and most people) play the game most of the time and that was still authentic.
I’m expecting mobs being able to break totem in the next changelog

For the record I did do like bounties with seraph too in multiplier (so 22 points 3 players), I did not really feel like I was doing anything special there
Tbh most delve dungeons I do is usually with guild mates
consider shatter 3 your gear now
dungeons give most loot for solo players


encouraging playing solo even more
its not a team game anymore is it
Hexfall lfg is nightmare fuel
hexfall lfgs are good brah
ummm
erm
hexfall ironically is more lfgable than any dungeon
all my lfg are like <= 5 attempts
and sskt
except for like one
maybe if we had more actually hard coop clear type content support would shine more
I spent 6 hrs doing a hexfall run just for a noobie to give up

6??
actually hard and not selfinflicted type hard
Yes 6hrs
if only we could bring seraph to zenith 🫃
zenith is simply spawnerrush while aoe of choice clears the room
yea perma haste 2 clear pls
So what are we discussing rn
actually now that i think about it cz is most teamplay monumenta sees now
Cz rush = profit
im yapping around the topic idk
i think we need more interesting mobs yeah
i think theres too much work on class balance proportional to mobwork
Another 20 scout nerfs are needed
maybe the real way to balance the game is to make all encounters as obnoxious and hard as possible 
push for delve rework, r2 poi delving, some more r2 mob reworks maybe
its kinda both at the same time, mobs are designed to be weak and swarm you and classes are designed to kill fast.
more content generally
yeah i dont think it should be like that
Like most attacks in the game come out on frame 1, the classes physically attack fast. Like mage can use its whole combo in under a second.
What my thoughts are is why are the player buffs in a long cd ability
only thing is like, changing this means changing the whole game.
man all feed back threads just devolve into "rebalance the whole game lmao"
So what are the confirmed changes that’ll be happening apart from virtue
well, its just the truth tbh
Remove charms
god left us long time ago
Charms after giving you the power to throw a razor extremely fast
I want people begging for a support in the next content
The indigo elite already has 500 hp what more do you want
DJ is getting a change to its healing mechanic to address some issues it has now

this will just devolve to "kill or be killed" 
not hp vro
mostly minor stuff besides that really
moveset
Is that a issue

expect to die less I suppose
HP is like the issue though since mobs being frail has lead to the balancing of all mobs trying to 2 shot the player to be threatening
thats like what r3 is right now, I personally don't mind it
the game is fast because the mobs are frail above all else
Why not just make everything harder to the point where we need seraph support
kill or be killed

i kinda like the tension
half of what its meant was always "kill the shit before it does its move"
what draws me to the cool elites ig
Assassin gameplay
i guess i only care about the be killed part
😭
like i love lunacrest captain
one of the design pillars of monumenta is that we want to make the game playable for solo players too
and i love bee elite
I want them exploded
why not make a specific piece of content where you really would want support instead
poison swamp
Aurora strike
its not really nice where you need a support to function in a 12pt poi either
Malignant Neuron(rework)
Keeper’s Virtue Touch of Radiance +200% cooldown reduction rate
-50% duration

the end goal should be that the game is moderately difficult without a support but it becomes easier in a different way to having another clearer
i think the most impactful support i’ve personally felt was release earthen wrath
when i had no clue how bee worked
and didnt know what was splashing purple meteors
maybe theres also the situation where all content is intended for mw1-3 and delve scaling maybe goes up to mw4 uninfused, but people are all just minmaxed fully infused and dont have anything to run other than same delves
I want to tank atleast ten hits without flinching.
yea basically seraph is fine mostly except for allay and paladin kinda having same support, rework whole game please thanks
thats the tldr
The game is the issue not seraph
every feed back thread just ends this way 
"the problem is the game"
also the haste is probably being undervalued because nobody is going to build for haste 2 that doesn't have 100% uptime
making the game slower also gonna make lootrunning galore
as for allay it can get like root or smth when damaging enemy idk
Personally I don’t like the idea of the main support buffs being on ascension
or silence
the hunting companion
the hunting companion indeed
its not the game
its future direction of mob design i think
which is partially the game
but its not like
The whole game
I think we can all conclude for scout nerf
i dont need to interact with yall mob design if i can simply break the spawner or loot the chest while i use some form of aoe abil off cd for mob kills if needed
i think its reaper turn to get nerfed
but what if all mobs are torms
this dark soul enemy moveset agenda is kinda crazy
Is this the main reason why we cant have overpowered supports?
no..?

..?
i just …? whenever somebody else does …?
"beating elden ring but every mob is malenia"
I love virtue blocking my bow shots
Boon spreading splash potions is the best part of cleric ngl
Not that the heal is bad it’s good obviously
undertale but every mobs are sans
im curious what are the plans to make virtue more viable as an attacking skill
so far every person i think said its attack mode is underwhelming
current plan is to figure out a plan
best plan
my totally oriignal and balanced idea is to make a virtue follow a player (you included in the list of possible targets) and make it attack whatever you attack in a small AOE with vuln applying
kinda like e-spirits but consistent
and if it follows someone else it procs on their attacks
if its melee it has more damage and radius, if its ranged its ranged and pierces like fire spirit
goddamn seraph in r2 is enjoyable
and feels strong too (at least in a 12pt pink)
i dont even have muranic urn and im using silverthread raiment and it feels strong
it could genuenly just apply vuln around itself similiar to how it gives players around itself speed in passive mode
15% is nothing and literally any other class will overwrite it anyway, so might as well
That feels boring
And kinda clunky too as it either had a huge radius or is hard to apply due to the virtue following you with a delay
If you could make it follow others and make it faster at base I could see that yeah
One fun fact is that I think a guardian seraph duo is the strongest possible combination in the game now
You can build glass on seraph due to guardian aggro tanking, guardian can utilise your virtue to become effectively immortal 100% of the time when combined with their absorption and your emergency beams and HoLs
They have high single target dps (especially with cbless and ascension buff,especially since they can utilise the haste 2 better than most classes), you can cover some AOE with ascension, HoL and illu or a piercing ranged weapon
It's literally a blender plus power cable combo
Might be like the best duo composition for max pts, where healing, damage and tankiness all matter
Another pro tip for aspiring seraph players: Creation is goated now. It stuns in an AOE during ascension, boasts extremely high base damage with no falloff like PB weapons (useful for when you are flying in the air behind your team or kiting and at lvl 2 ascension even has higher radius.
It's weakness of no piercing during ascension downtime can be made up for using illu, beam and HoL
Definitely not the only option (ascension has opened doors for many playstyles, often depending on personal preference) but definitely something worth considering, especially if you have a focus on supporting a team, for which both stun and higher radius are good.
Oh and attack mode virtue isn't actually useless
Sure it doesn't do much
But it's helpful if you miss a threshold by like 20 dmg on a mob. You can just run away from it and the virtue will finish it off in like 2 seconds
idk what exactly that duo is best for but certainly nowhere near best for clear because you just picked two of the slowest clearing specs and mashed them together
not even close
i am willing to bet i'll clear faster solo on multiple playstyles than a duo of a guardian and seraph
the two have pretty solid synergy i'll give you that, but calling it the strongest duo in the game or anything even remotely close to that is a huuuuuuge stretch
Best for consistency
It's extremely hard to make a mistake
thats a very, very vague concept
I will admit I didn't take clearing speed into account
the most foolproof might be the right word
Because I almost never think about it
Yeah that's the word I was looking for
but you can just as well be consistent at something that clears faster should you practice it a bit more
Also best for synergy ig
That along with the aforementioned fool proofness was most of my reason for calling it the best duo in the game
well i would argue the best synergy is cleric cdr with classes that were not really meant to have that cdr
with is a fairly long list atp
and guardian is not among them
you only benefit from healing and the dmg buff
True enough
The most it does is increase your absorption uptime
Also in that statement a bit of my tank class bias was showing
I have a bias against running with glass builds because it feels like my healing is not used to its full potential/wasted on overheal
And sometimes I turn away for 0.5 seconds and they're just dead in that time lmao
is it intended that Explosive Component raises buff to 33% instead of 40% (charm listed +10% ethereal ascension orb damage amplifier)?
Nope and I've fixed that now
Tysm
sorry for ping, will this be fixed for update this week?
yup, we're doing another mini balance update this week and there are a handful bug fixes in there too
Melee seraph if there isn’t 1skill flying 1skill need proj weapon(is it still)
idk if only casting ascension with melee weapon cancel the flying and orb and give the buff to yourself
Hallowed beam is being changed so that you can remove the proj weapon only restriction in trigger customization
It was only restricted because it scaled off of projectile weapon damage but since that's no longer there it doesn't need a projectile weapon
Meraph will be real
Can't wait for the seraph Recoil Sword™
sounds nice
MELEE SERAPH IS REAL!!!
Recoil throwing dagger 🗣️

doesn't really matter razzial is still the best
how many seraph changes?

not nearly as many as last week but it's something
there may be more healing changes later, will need more time to iterate on feedback, but seraph will likely not get many changes outside virtue
^ for the future, that is, there are more healing changes this update
thats good
sad, i liked the idea of ascension inf uptime but it would've been unbalanced like scout
nerf scsout
I think infinite ascension uptime would bring the death of seraph
uptime changes aren't out of the question entirely but I'm quite happy with it
a inf flight support sounds broken but fun
it's an ultimate and should stay that way I think
is there a possibility for ascension to float on water?
should be an easy change, just need to make sure it doesn't send you floating upwards while underwater
i've always wondered if ascension did float on water would it affect hexfall gameplay
seraph hexfall gameplay*
that should perhaps be considered
but it's a 12s duration and you could just loom anyways so probably not
thats true, can you crit while using ascension?
nope
there's no benefit
if you're not on a platform hycenea will blow you up
you can already easily cross platforms with ascension dash
melee seraph is back
Is the DJ healing all 5% rn no matter you used DJ or not
Yes


