Great feedback guys!
Here are some of our thoughts and what we think we’re hearing.
-Get some caffeine, it’s another wall of text :P
1. The part of our community who plays high reaper is using plenty of melee dps, despite the fact they generally die in just several hits. It’s an impressive feat, and they really seem to enjoy the challenge. The extra dps seems to earn melee their place, since organized parties have developed a pattern of play that works for them. We still think melees taking even one extra hit would be a good quality of life thing, but since this will probably happen gradually with gear progression, and they seem happy, we are rethinking targeting them for a buff of this magnitude.
2. Another part of the community is struggling, sometimes even in Epic Hard and Elite, and of course, Reaper. We theorize this is likely exacerbated by being in pugs/groups with less organization that aren’t managing to do some of tactics from the group above. Now, getting organized is really part of what reaper/elite is about, but we are considering giving them a little help, perhaps on a smaller scale. Smooth the learning curve in.
3. DPS cross healing stuck around into the high reapers. We weren’t really sure that non-caster cocoons were going to stick around in high skulls, since healing in general is debuffed as well as personally. It seems, though, that people do, and prefer this solution to another healer, probably because dps players are easier to find then dedicated healers, and things go faster. Anyway, we view this method pretty positively, as long as a healer or two are still appreciated in a group. We’ll try to not to disrupt it.
4. Short Range Casting + Big HP buff = GrrRrr! Don’t make me short! So the concern here seems to be, the buff is so large, it’ll be required, and with touch range I can’t heal or do the cool dps cross healing.
First off, we don’t want this to feel like this feat is a requirement. If the bonus is so high you feel you must have it, we’ll likely lower it. This is much easier to do if we decide upper reaper doesn’t need much of a shift. Not using this and keeping your abilities at ranged would ideally both be a valid options based on the situation and build.
Second, we don’t think the limitation is as bad as some of you think it is. As long as you have a target, trying to cast at a target out of range doesn’t fire your skill or put it on cool down. It just says you’re out of range. You basically can do a drive by on the target slamming the key till it fires and run off to do whatever. It’s a limitation, but it’s a playable one, and meant to be paired with a big buff.
I don’t know where we’ll end up with Epic Defense, but you will likely see something that uses this limitation eventually. Perhaps in Eldritch Knight, because it creates a different style of game play, and we can give character power on different vectors because the limitation makes it interesting.
Even if we back off this feat entirely, we’ll probably run it on Lammania just to get feedback on playing with shortened spells.
Net Result:
1. We’re considering halving the bonus to 5%, net 25% total hp buff.
This should make it into a poor man’s defensive stance for melee characters who didn’t splash fighter or paladin. A touch more HP but doesn’t include the five other bonuses that come with those stances. There should be far less impact on the lower difficulties and really feel more as an optional tool in the build meta.
This shouldn’t really change the hit ratios in upper reaper much. Yes it’s still a buff to some builds, but in high reaper this might not even get you an extra hit. Healers who really want the HP without the shortened range can splash ftr/pal of course. Option, not requirement.
We are still not keen on opening up full range healing to this buff because the limitation is what makes it a build choice and not just more numbers. We want to stick with the shortened range at least until we have a Lammania run. We’ll see how folks feel about it then.
This might not be enough for some builds, but it’s easier to add later than subtract. Plus we may add to other places and we’ve gotten many good suggestions.
2. We are in no rush on this, AND we have many other things to do. So Lammania yes, but live TBD.
This may run on Lammania, change and wait for another Lammania. We will happily shelve this for an update or two to get it right.
3. Reaper changes will eventually happen and the context of the meta may change.
We original thought melee players needed a bit more help in reaper, and maybe many do but we also hear that there is some desire (in general) to see a few curve balls up in 6/7+ skulls, maybe. If this is the case, it would be our pleasure