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Monster Hunting Roles Blog - Healer

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Hi all and welcome again to yet another MH dev blog! The second in the series of role patches, this time we are concentrating on the Healer role. We are taking the time to describe our changes and rationale to you all before these changes are applied to the game; therefore, these changes are not yet in game. In our efforts to increase transparency we are taking the time to announce the patch notes before we apply these to the live server. We will be looking to include these changes in a maintenance in at least a week's time (big disclaimer: obviously maintenance days change and can do so at short notice but the minimum amount of time to pass will be a week). To clarify: there is a maintenance planned soon, which will not include anything listed here. We don't exactly know when this content will be patched because we are still testing, so please be patient in waiting for it.

 

BIGGEST DISCLAIMER

Numbers are liable to change as we test. Nothing in here is set in stone. Don't be surprised if we change things.

 

With that out of the way, let's dive in! This first post will be dedicated to the dev blog and then the second post will detail the patch notes.

 


 

Healer Role

 

Healing re-balance

We have gone through pretty much all skills that heal and rebalanced these amounts. For the "main" healers, these are:

  • The amount healed by Heal is calculated as if you had cast Highness Heal before this patch.
  • After all other bonuses, Highness Heal will receive a x2 modifier.
  • Coluseo Heal has been reverted to official behaviour.

This will boost the healing capabilities of the Healer role across the board.

 

The healer role was always a bit of a stickler during initial conceptualisation of MH content due to the fact that healing in RO is super duper basic and overwhelmingly dominated by Arch Bishop. We made the decision very early on to therefore limit the healer role to only ABs due to this. As I've said elsewhere on the forums, even the second closest class to AB lacks a lot of tools compared to AB. But, with that said, we were never particularly happy to limit the role.

 

Therefore, in this patch, we are expanding the healer role to include Summoners!

 

Summoner

There were a lot of ideas as to how we could approach Summoner to make them eligible for the Healer role without being completely worthless. What we all would have liked to have done is fully customise the class from the ground up but this has obvious limitations in time and effort, as well as invoking the larger, over-arching debate around customisation in MH and NovaRO in general. In the end, Hector drew up a very good list of skills and buffs (with categories like "must haves", "nice to haves" or "unique") available to both classes so we could compare these. Altogether we pitched in on the balancing and decided to share some necessary effects to Summoners but whilst also keeping their class identity intact.

 

Important note: these skill changes apply only to Summoners who take the Healer role. If a Summoner enters MH as a, for example, Damage role, their skills will remain in the same state as they are currently.

 

I'll list each of these expanded functionalities for you to read. The abridged list is given in the patch notes in the second post of this thread. (Please note, "Heal" with a capital H refers to the Heal skill from Acolytes. I write the word heal a lot in this post so that may need clarified!)

  • Fresh Shrimp
    • Now does an initial heal. This calculation mirrors that of Heal.
    • The Healing over Time (HoT) effect now heals for half the initial heal.
    • Spirit of Sea effect: Heal effect is doubled.
    • We required that Summoners had a "bread-and-butter" common, spammable heal skill. We decided this would be Fresh Shrimp, but we also decided to keep the HoT effect to somewhat differentiate it with ABs.

    • As you'll note, each of these skills still keeps their Spirit of Sea effects to maintain class identity.

  • Tasty Shrimp Party

    • Grants Fresh Shrimp's new effects with an area of effect.

    • Analogue to Coluseo Heal that allows for AoE healing.

  • Tuna Belly

    • No longer does a percentage heal. Instead it works from a calculation that mirrors Highness Heal.

    • Spirit of Sea effect: Cooldown is reduced to 1 second.

    • Big heal for Summoners that mimics Highness Heal.

  • Tuna Party

    • No longer does a percentage heal. Instead it works from the same calculation as Tuna Belly.

    • Applies a shield based on amount healed.

    • Spirit of Sea effect: Shield health is doubled.

    • As you may notice reading these skill changes, Summoners are not meant to compete directly with AB's healing throughput so we have given them other ways to heal with a potentially high skill ceiling but high reward if used correctly with shields and HoTs.

  • Arclouse Dash

    • Now also applies Assumptio.

    • Another key status in the Priest kit is Assumption that we figured would be best to also give to Summoners.

  • Grooming

    • Now also applies Kyrie Eleison.

    • Kyrie Eleison is an integral skill to the Priest and AB skill tree that we decided is an important part in how the Healer role manages its job.

  • Purring

    • Takes Grooming's new effects.

  • Hide

    • Now takes the effect of Offertorium. No longer gives Hide.

    • Reduces Aggro generated by 50% for duration.

    • Offertorium is an important effect to increase healing in a pinch. Combining this with Hide seems a bit silly but given the uselessness of the skill within MH, this seemed like a good home. Also links into the Aggro system by reducing Aggro generated during its duration

 

Like I mentioned above, we are not intending Summoner to be on the same power-level as AB nor are they meant to compete directly with their healing numbers. Instead, Summoners may be seen as the more involved healer with a higher skill ceiling due to its use of shields and HoTs. Hopefully this breathes a new life of air into the healing meta of MH and allows for those who want more challenge to try it out.

 

New Skills

Those who are astute may still notice there are gaps in the Summoner's healing repertoire. Enter these two new skills tied to the Healer role:

  • Sanus
    • Removes Disorientate, Incapacitate, Dizzy and Snooze status effects.

Sanus is an esuna/cure/recovery type skill that removes special MH debilitating statuses. More on these later.

  • Celeritas

    • Grants AoE Increase AGI and Blessing. For Acolyte-based classes, this will be based on your known skill levels of Inc AGI, Blessing, Canto and Clementia. For Dorams, a base version will be used with Inc AGI and Blessing at skill level 10.

Celeritas plugs the gaps for Summoners who cannot acquire Increase AGI and Blessing, two almost compulsory buffs in MH and RO generally. For ABs, Celeritas allows them to free up a hotkey slot (the two skills are used so frequently together, we figured why not combine them?) which can never be underestimated! For Summoners, this covers the obvious hole in their Healing role.

 

Off-healing

After this, we looked at "off-healing". If you aren't familiar with this parlance, this is heals done by other members of the party who are not the Healer role. Originally these were hit pretty hard as we did not have the time to balance them. We've gone back over them and made some key changes that should allow classes with self-healing capabilities to do so in a pinch; however, they should never be allowed to take-over the main healing needs of the party.

  • The healing penalty within Monster Hunting maps now only applies to "healing classes", i.e. Priests and Summoners. This means, for example, the healing amount from the Heal skill used by Monks or Crusaders will no longer be penalised. Classes in the Healer role should see no differences in their heal amounts arising from this change.
  • King's Grace now has a flat 100 second cooldown regardless of level used.
  • The heal part of Shield Spell now has an irreducible 60 second cooldown. If you cast level 3 Shield Spell and the random effect is the heal, it will instead cast the other effect at level 3.
  • Gentle Touch Cure now removes a stack of Fester, similar to Cure and Detoxify. It now also has a 30 second cooldown similar to these skills.
  • Golem Soul has had its cooldown reduced to 55 seconds (from 100) and its duration increased to 60 seconds (from 40).

  • Kaupe now has a 15 second cooldown.

  • Potion Pitcher and Slim Potion Pitcher have had their formulae simplified and randomness reduced.

For Potion Pitcher (PP) and Slim Potion Pitcher (SPP), we have removed the random element from potions. In MH, PP potions will always take the highest value (e.g. for white potions, this is 405) and SPP potions will always take the lowest value (e.g. for slim white potions, this is 325). The cooldowns have also been reduced, to 5 and 12 seconds respectively, and we have simplified their formulae. Now, only your skill levels and the target's vitality or intelligence stat will play a part in the healing formula. The amounts otherwise remain unchanged. We have done this to allow Genetics to retain some of their class identity in healing but without being able to solo-heal the hardest content (which should always require a Healer role).

 

Increased Aggro interaction

A lot of skills which healed previously did not generate Aggro due to an oversight in the Aggro system. This has been fixed and anyone who uses healing skills should see an increase in Aggro from doing so. As always, bugs involving the Aggro/AI systems are hard to find/identify/fix, so please let us know if you feel something's off. These things are often balanced on "feel" due to the nature of the content so do let us know either on the forums on in Discord.

 

Healer tutorial

Similar to the Tank role patch, the Role Manager will give a short tutorial explaining the improved Healer role and generally give people new to MH a better idea of their job in a party.

 


 

Unique MH Status Effects

We've gone through all the MH status effects (also called status changes, or SCs for short) and unified these and given them names so you guys can refer to them correctly. These are:

  • Disorientated
    • From Flash Bomb and Garronath's Dragoon Jump.
  • Incapacitate
    • From Shock Trap.
  • Dizzy
    • Monster Roars will now inflict players with Dizzy. This is the same as the Dizzy from Dizzyring.
  • Snooze
    • This is inflicted with Sleeprings, including Nysori's Sleepring.

We've done this to increase clarity in what status effect you were being inflicted with. Due to this, we could then implement the Sanus skill and generally create a stronger foothold for SCs in MH instead of this weird confusing state we had before (Dragoon Jump caused stun but then that could be reduced but wasn't actually stun... weird).

 


 

Racial Resists

Racial resists will now be capped at 90% reduction. This was a huge oversight on our point to let this slip through and, to be honest, should have been implemented since day one with the elemental resists changes.

 

In the interests of transparency, we actually wanted to hit racial resists much harder than this change. However, we took on board the lessons and suggestions from you all in the GX-related discussions and decided instead to implement this change slowly so that we can gauge the balance. So we may change racial resists in the future even further, to bring it inline with the way elemental resists work in MH, if we aren't happy with the balance situation still. I can say categorically, though, that we would not reduce racial resists further than elemental, with the farthest we'd go is to the same level as elemental resists. Let us know your opinions on this change below.

 


 

The Future

Thanks for sticking with this post and reading it in its entirety!

 

A little note on our development schedule to round off this post then. Our next patch is the Utility role patch and will likely be the largest role patch of the three. As a reminder, the Damage role will not be getting a standalone patch. We'll be looking at rounding off the role and classes that generally play in that position in the party. We will also be using that patch to round off any final balancing of MH2 before we "freeze" the balance state until MH3. That means, unless arething is very obviously game-breaking in MH, we will not be coming back to MH2 and doing further balance changes. This will allow us to concentrate fully on MH3 and moving onwards to the future. We're really excited about this and hopefully we can share with you soon what we've been working on.

 

The next post will be the patch notes - mostly just a condensed list of this blog. Until next time!

 

Kruro, Raziya, Gaghiel and 11 others like this

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These are the patch notes for what we currently have done for the Healer role patch. Everything here is liable to change. Numbers are very likely to change. This content is still undergoing active testing and so is not set in stone.

 


 

Monster Hunting

  • This patch is dedicated to fine-tuning and expanding the Healer role. A dev blog discussing these features can be read here.
    • Summoner may now take the Healer role.
      • To make balancing easier, and so that one healer may not be preferred over another, we have attempted to standardise skills between Arch Bishops and Summoners. Therefore a number of Summoner skills now have expanded functionalities similar to Arch Bishop skills. An in depth list is given in the dev blog.
      • These skill effects only apply for the Summoner has taken the Healer role. Skill effects remain unchanged from their previous effects if the Summoner is not in the Healer role.
      • Fresh Shrimp
        • Now does an initial heal. This calculation mirrors that of Heal (within MH).

          The Healing over Time (HoT) effect now heals for half the initial heal.

          Spirit of Sea effect: Heal effect is doubled.

      • Tasty Shrimp Party
        • Grants Fresh Shrimp's new effects with an area of effect.
      • Tuna Belly
        • No longer does a percentage heal. Instead it works from a calculation that mirrors Highness Heal (within MH).
        • Spirit of Sea effect: Cooldown is reduced to 1 second.
      • Tuna Party
        • No longer does a percentage heal. Instead it works from the same calculation as Tuna Belly.

          Applies a shield based on amount healed.

          Spirit of Sea effect: Shield health is doubled.

      • Arclouse Dash
        • Now also applies Assumptio.
      • Grooming
        • Now also applies Kyrie Eleison.
      • Purring
        • Takes Grooming's new effects.
      • Hide
        • Now takes the effect of Offertorium. No longer gives Hide.

          Reduces Aggro generated by 50% for duration.

    • New skills for the Healer role have been added.
      • Sanus
        • Cures Great Monster-related debilitating status effects, namely: Disorientate, Incapacitate, Dizzy and Snooze.
      • Celeritas
        • Grants AoE Increase AGI and Blessing. For Acolyte-based classes, this will be based on your known skill levels of Inc AGI, Blessing, Canto and Clementia. For Dorams, a base version will be used with Inc AGI and Blessing at skill level 10.
    • Other skill changes:
      • The amount healed by Heal is calculated as if you had cast Highness Heal before this patch.
      • After all other bonuses, Highness Heal will receive a x2 modifier.
      • Coluseo Heal has been reverted to official behaviour.
      • King's Grace now has a flat 100 second cooldown regardless of level used.
      • Kagerou's Pure soul has a fixed cooldown of 30 seconds.
      • The heal part of Shield Spell now has an irreducible 60 second cooldown. If you cast level 3 Shield Spell and the random effect is the heal, it will instead cast the other effect at level 3.
      • Gentle Touch Cure now removes a stack of Fester, similar to Cure and Detoxify. It now also has a 30 second cooldown similar to these skills.
      • Golem Soul has had its cooldown reduced to 55 seconds (from 100) and its duration increased to 60 seconds (from 40).
      • Kaupe now has a 15 second cooldown.
      • Pain Killer has been re-enabled within Monster Hunter content, but can only target Genetic classes (either yourself or another Genetic class).
      • Potion Pitcher and Slim Potion Pitcher have had their formulae simplified and randomness reduced. See the Dev Blog for more details.
        • Developer's Note: These skills should now be useful and can be used as fairly decent off-heal skills. Overall, these should now feel like the Genetic's answer to a Priest's Heal and Coluseo Heal, albeit weaker.
    • A number of skills and status changes which did previously not generate Aggro, now do so. This includes, but is not limited to, skills like Divinity's HoT, Potion Pitcher and Refresh.
    • The healing penalty within Monster Hunting maps now only applies to "healing classes", i.e. Priests and Summoners. This means, for example, the healing amount from the Heal skill used by Monks or Crusaders will no longer be penalised.
    • The Healer role now has an inherent -20% after-cast delay granted by the Divinity skill.
      • Developer's Note: We feel like this should help a lot of healers starting out in MH and to bridge the gap between newbies and highly geared players, whilst still being useful to the latter.
  • The Role Manager has been updated to include a short spiel about the Healer role, its skills and how Aggro interacts with healing.
  • Added a new item, "Herbal Remedy", a special Monster Hunter only item that replaces Panacea, Green Potions, Cure All, etc.
    • Developer's Note: We have added this to cut down on the amount of items that were required to be carried in MH. The other items will be disabled within MH and the new item will have a short cast time but will remove all common status effects the items it replaces removes.
  • Racial resists have been capped at 90% reduction.
    • Developer's Note: Previously racial resists could easily reach 100%, trivialising certain fights and mechanics. We will review this change later and decide if further changes needs to be made, a la elemental resists. Please read the dev blog for more information.
  • We have changed around a number of status changes that Great Monsters inflict on players.
    • Flash Bomb and Garronath's Dragoon Jump now inflicts 'Disorientated'.
    • Shock Trap now inflicts 'Incapacitate'.
    • Roar now inflicts 'Dizzy' (same as from Dizzyring).
    • Nysori's Sleepring now inflicts 'Snooze'.
    • Developer's Note: There were originally a number of disparate status changes used for these skills which caused problems. For example, Roar used RO Stun which, although we force started, would still be modified by stats in certain cases. These status changes are now unified for players and mobs and gives us greater control of balance.
  • Climactic Fury now has a blue damage bubble (à la Taekwon skills) when used with maximum Fury stacks.
    • Developer's Note: "Feel the impact!"
  • Fixed a large oversight which meant Aggro generated by Healers was much lower than intended.
    • Developer's Note: We have only recently started to track healing numbers within MH so we don't have a large amount of data to better balance Aggro generation for Healers at the minute. We'll keep a close eye on how this works in practice after the patch in case there are large imbalances.
  • Fixed Garronath no longer using Dragoon Jump to leave the zone he is in.
  • Fixed Great Monsters being able to be blinded.
champ, Gaghiel, Hector and 5 others like this

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Posted (edited)

Time to dust off the doram :)
Thing is what to do with the original doram support stuff  ex Superior Tuna Talisman [1] set

Edited by Lu7ky
GODEATH likes this

Lu7ky

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Quote

 

"Hide

Now takes the effect of Offertorium. No longer gives Hide.

Reduces Aggro generated by 50% for duration.

Offertorium is an important effect to increase healing in a pinch. Combining this with Hide seems a bit silly but given the uselessness of the skill within MH, this seemed like a good home. Also links into the Aggro system by reducing Aggro generated during its duration"

 

Theres any way to cancel the offertorium effect? since sometimes ou run out of sp and as a priest you can use mag to cancel

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Also remember to cap Size Resists, if you are going to cap all the resists, as that might be a thing in the future.

GODEATH likes this

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does the status update mean that lauda/recovery will no longer cure any of the status?

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46 minutes ago, Skyrius said:

Also remember to cap Size Resists, if you are going to cap all the resists, as that might be a thing in the future.

Good point, will bring it up next meeting!

 

25 minutes ago, she from another planet said:

is it because that patch will involve some major class rebalance?

Yes the Utility role patch will include us examining all classes that generally fit into the Utility role. There will also be other content, including some new shadow gear (which has still to be decided).

 

10 minutes ago, Enya said:

does the status update mean that lauda/recovery will no longer cure any of the status?

They will continue to work as they do currently. Some skills have had their effects change, like Roar and Dragoon Jump which used to inflict stun. Those skills now inflict these new MH status effects which can be removed with the new Sanus skill instead of the old skills.

Tudor likes this

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