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Check out the v.255 - The Dark Ride: Ride or DIe Patch Notes
here!
So to start, I already know that with the inclusion of 5th job, the exp needed to reach 200 was dropped by around 30%. Because of this, skills like Bishops Holy Symbol received a huge nerf to where they no longer give you a percentage of exp, but rather a base amount. Now the whole concept of Bishop and that whole class line, was its huge emphasis on Holy Symbol and thats what made them so marketable for parties and individual players alike. However, thanks to the nerf, they seem to lose their relevance. Now Bishops are less likely to be made and sought out because they are fairly weak in comparison to other classes and despite their immense amount of buffs, their biggest selling point was Holy Symbol. I understand that the nerf was necessary, but now it feels like the games doesnt really have a need for the class. Now, I'm not saying to revert it back to the old way. Thats pretty crazy with how easy it is to level as it is right now. But, I feel like there should be some compensation for the class. With the Holy Symbol nerf and on top of that, it being near impossible to make good use of our 5th job skill due to the intense stat requirements to max out its effectiveness, giving the class a little buff or more utility here or there would be nice. What I would propose is that something along the lines of their hyper skill, Holy Symbol - Item Drop, increase the drop rate of the skill to somewhere around 40%, or even adding an amount to the original skill. This way, people find the class more desirable and would want to recruit one to their party more often. Bishop tends to get overshadowed by Kanna due to their Kinshin spawn rate so I feel like this adjustment would if anything, attempt to level out the playing field.
If you have any other suggestions as to how to improve the Bishop situation, feel free to let me know.
Thanks!
Comments
@NumbNinjaand i think a skill with %chance to surviave fatal attack might be some future 5job skill, i also would love the old skill that they had, to resist abnormal status at max lv was 40secs of 2min cool down, pretty OP.
Having %based HP potions so easily accessible to players means there is little need for a teammate to be the combat medic. Even if someone wanted to, the variety of curative tools available are a far cry from adequate. Heal has undergone so many nerfs to the point the skill now requires a long cooldown, restores very little HP, and requires the caster to be positioned at point blank range of their ally. During RED, Heal did provide a branding effect as a way of balancing Bishop's abysmally low offensive capabilities; but the cooldown makes such potential rather pointless.
Holy Magic Shell was designed to be our ultimate trump card; allowing for not only a full party restore but also granting an emergency stopgap for when a nasty AoE is on the way. Just one complication: both the shield and Magic Guard do NOTHING against %-based attacks like the ones used by about 99% of bosses (i.e. Magnus' meteors, Ark's screen break, and just about everything in CRA) . If it weren't for the hyper skills, HMS would be on par with heal in terms of utility; or rather futility.
Angel ray is capped at healing up to 20% of your ally's HP and is currently the only spammable healing skill. When in a fix, just remember our wounded friend has to be standing right in the line of fire and not be dead by the 3rd or 4th cast.
I said this once on Reddit, but I'll say it here: "Give Clerics more heal, less Hell!"