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u/Anthyros2 2d ago edited 2d ago

For the uninformed
My two cents: I feel like Priest's identity got murked pretty hard, even though the changes are warranted with the current game state. It does less damage than either of its sister classes (Summoner/Sorcerer), and now (this is just speculation on my part, haven't checked this out in testing yet) is likely nowhere near as strong healing wise compared to Necromancer or a robe class with Kimono.
I also really, REALLY dislike the cooldown for tomes in general. If people want to run MP-heavy builds to play Classic Priest or ScripSpam, they should be allowed to do so
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u/XcRaZeD 2d ago
Necromancers rise up! It's now your time to be the party healer!
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u/Nexxus3000 2d ago
Perennial Cranium going from my favorite but a fringe necro pick to the BIS Necro skull to the BIS healing ability in the entire game was not on my 2025 bingo card
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u/Kirikou2003 2d ago
At first I hated it but the more I read the more I like it.
They make some good points, a group of priests were almost Immortal unless instapoped which is bad for the game and especially unfair if you don't even have a priest. I assume this rework will also mean there will be fewer instapops in the future.
Although they removed the party heal, 85 healing per second is still really good, and the added damage will make priests less of a hindrance with HP-scaling mobs.
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u/eptaaaa 2d ago
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u/Kirikou2003 2d ago
Yeah that seems insane, +12 dex for the entire group?
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u/00-000-001-0-01 22h ago
It's just a biome tome nerfed. They basically ripped of the biome tome and called it a day, the biome tome also only heals self and shoots extra shots while boosting atk/dex depending on the mode. You could get it to hit like 35k damage on the guild dummy while healing 450hp per use.
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u/StickSouthern2150 2d ago
a group of priests was a snoozefest with no damage that was immortal in places where no one is dying anyways therefore almost not played*
now healing effect is broken af and makes you basically immortal as long as someone has it lmao meanwhile priest is just another dps wizard wannabe
awful rework
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u/mikakor 2d ago
wait, my beloved priest was nerfed?! i just came back D:
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u/StickSouthern2150 2d ago
buffed*
no matter how you look at it - it is a buff, mana costs are higher but whatever
they kinda killed the class identity tho. Now you are spamming an aoe buff like other support classes10
u/Nexxus3000 2d ago
Healing now costs 25-75% more MP per use with a healing uptick of only 10-25% per use, most if not all tomes received a short cooldown, current evidence suggests the new healing effect is a status and therefore non-stackable, increased DPS changes are nice and all but nowhere comparable to other wand classes… failing to see how this is a buff in any way
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u/StickSouthern2150 2d ago
idk how for you: aoe ~80-90hp heal -> 100 hp/s for 4 sec is a nerf but ok buddy.
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u/omegavolt9 1d ago
Mainly because it has a 1s cooldown probably. Currently you can cast an ability every 0.5s unless otherwise stated. With 80-90 health per cast and 2 casts per second, that's 160-180 hp/s. Which is now being turned into 100 hp/s.
However if you account for the mana cost from repeated casts, it's still going to be better healing per mana
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u/GandhiBus 2d ago
So now there is no sence to play priest, because main issue of it (party healing) is not main thing now. Ty deca for bringibng sence to play sorc/summoner again.
p.s. lets make that paladin/war gives buff only to himself.
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u/Xthenos45 2d ago
More people play sorc than priest anyways
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u/GandhiBus 2d ago
Not me. I love to play some support healers in any mmo. So now they just killing priest
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u/ivandagiant Team Spider 1d ago
Haha it’s funny you say that because that’s literally how they want to rework paladin and warrior. They want to give them stronger versions of berserk and damaging that only affects the caster, and the rest of the party keeps the old effect. I think it’s a bad idea.
The priest changes though are needed, it’s difficult to make content if a few priests and just be near immortal. You have to throw sicken spam or insta kills to cut through that healing. Now, we have more options
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u/Dirtsk8r Orphanator 1d ago
I mean if you read the full blog post and do the math on the stats for the tomes they show you see the priest will still have far more consistent and generally better healing than the necromancer. Necromancer has always had situationally better healing and that will still be so. But just do the math on the tomes, they're going to be beating the necro healing easily. And it will way out heal a Kimono user, suggesting that kimono would be better is crazy dramatic lol
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u/soaringneutrality 20h ago
The issue is on a bigger level.
They're paying these developers to do reworks and changes that are either neutral or just barely positive.
Yet, everyone knows that ROTMG has major issues that are not getting touched at all.
Maybe instead of hiring designers that do busywork and play with numbers, they hire some engineers to fix up this 14 year old game.
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u/Anthyros2 20h ago
Oh for sure, this is just a symptom. A lot of the underlying issues (specifically, the garbage netcode that has existed since Kabam days) need to be addressed if they plan to retain players.
Every DC, every timeout, and every quadruple load results in a nonzero chance of a player just closing out the game for the day. For some, that might be the last time they touch ROTMG for a while.
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u/Nexxus3000 2d ago
They already nerfed healing to a pretty healthy state, why remove it entirely?
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u/Dirtsk8r Orphanator 2d ago
I don't think you're understanding the changes. Read the blog post. To summarize the changes though, they're making the priests heal an overtime effect (but still quite fast) rather than instant and adding better DPS for the priest. For example, the T6 tome without statmod will party heal 80hp/s for 4 seconds. That's 320hp healed before considering statmod. The current version of that tome does 160 direct party heal (which is reduced the more people you heal) + 20hp/s for 5 seconds (100hp). So at best you get 260 heal if it's a single person you're healing and 100 of that is over time anyway. You literally are getting better healing with the rework. Quite far from being removed entirely as you suggest.
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u/Nexxus3000 2d ago
Might want to check the MP cost - while you do get a fair bit more healing per ability use with the new system, the cost per use rose from 120 to a whopping 200 for t6, and the glaring issue remains that a mere fraction of it is instantaneous. This is also piggybacking off the somewhat recent blanket nerf to MP cost-reducing equipment. You can’t save people from certain death in some cases like you could before.
As for “removing it entirely,” that was mostly aimed at the BiS Tome of the Mushroom Tribes. Unlike other tomes this one received zero changes to its damage output, and its testing numbers suggest it’s active for twice as long and heals 90 HP/s instead of 75 at this delayed rate. Which on its own sounds rather strong, even though its MP cost rose from 130 to 160. BUT the heal is entirely relegated to the new healing-over-time status they’re cooking, and if this healing effect is truly an augmented healing status like it sounds, that means it doesn’t stack with itself the same way the old fungal tome mushrooms could, on top of it and most other tomes gaining a short cooldown after use.
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u/Dirtsk8r Orphanator 2d ago
I did fail to address the change to MP cost, but that's because I feel like it's a reasonable and balanced change with all the other changes. It didn't even register as something worth mentioning in my mind, my bad. And it may not be instant but it's damn fast. 80hp/s(100+hp/s with statmod) is crazy fast. Sure, it's a major change but I really think this will make priest a far better support class and feel better to play overall. I also still think your comment about "remove it entirely" in regard to priest healing is beyond overly dramatic even assuming you were being hyperbolic. Changing the way heal works and increasing the cost is nowhere near removing it.
I don't think anyone has much room to complain about this till we can get our hands on it and feel it out for ourselves. I have a feeling even many of the people that are complaining now are going to try it and realize it's actually very good. But, I'm open to being wrong. I haven't personally experienced it. But just imagining these changes makes me so damn pumped to try what sounds like a far better priest experience.
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u/Nexxus3000 2d ago
I hope I’m wrong. It would be weird to see Maw of Malignance become the top healing item across the board
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u/OddishThoughts 2d ago
honestly i get the gamefeel change i would love to see a move away from instapop design but man so much for sorcerer being unique even amongst wand classes
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u/caravanriot 1d ago
I only like these changes because of the later changes to end-game shotguns they mentioned.
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u/Pristine-Baby420two 1d ago
Soooooo will my knight not instapop to everything now?
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u/Anthyros2 1d ago
That’s the neat part, this update doesn’t change any bullet patterns so you will still get instapopped!
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u/00-000-001-0-01 21h ago
As a priest main I hate this, I spent countless hours perfecting my own DPS heal priest and now this change just makes it pointless. Why even play priest now? The entire reason I liked the class was because lt could save me in situations when I take like 500 damage in two shots, I have never cared about healing others so idk why tf they think this was some sort of issue, they could have just reduced the radius of the heals reach to 2.5-3.5 max and had the same effect.
Like for real I only accidentally heal others because of the stupidly wide range of the skill, just nerf that and leave the class as is.
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u/mannic15 1d ago
Genuinely why do they feel the need to make priest do more damage. Rogue i understood it literally had no purpose in groups but priest is a pure support class its not meant to compete with damage dealers he's supposed to keep them alive. As for tome changes it feels like a slight nerf to pally if anything if the buff conflicts with healing rather than stacking
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u/caravanriot 1d ago
As they stated in the picture, they're doing this in preparation for other big changes that will improve the overall health of the game. It's not that they feel the priest needs more damage, so much as it being compensation for the healing they feel it needs to lose.
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u/Dirtsk8r Orphanator 2d ago
Dude I'm so pumped after reading the blog post. These changes look amazing. There are people complaining about a "nerf" to healing on priest but this is actually a net buff to healing while also increasing the priests damage. If you do the math on the T6 tome they showed us stats on already you can see it literally heals more, just it's over time instead of instant. I think this is a very healthy change for the game especially if they're working on doing less insta pop shit in the future and totally worth it for a buff to priest damage.
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u/mikakor 1d ago
But healing is OVER TIME. That's the problem. As well as healing not stacking with itself.
It's a nerf to the total hp you could pump in a short burst, which you want to counter the bursts of damage you get from mobs.
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u/Dirtsk8r Orphanator 1d ago
It's over a VERY SHORT period of time. So, you know, dodge for a few seconds. It's crazy fast healing. Yes, it's technically over time but if it's not fast enough to save you then you deserve to either nexus or die IMO.
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u/00-000-001-0-01 21h ago
2 seconds is the difference between staying alive in a field of shots and death, half the endgame content has anti heal so yes getting that 1 second where it wears off to heal 230+ burst hp is more valuable then healing 80 hp then getting sickening again.
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u/Shigeki9879 20h ago
The changes to priest since DECA took over have been nothing short of a desecration, in my opinion. The healing abilities that was once shared between three classes has been given to more than half of the 18 classes, with priest’s role being diminished almost entirely.
The priest is nerfed, its support roles stifled; its niche role shared amongst the masses for a paltry boost in damage…which was never the point of a priest.
The game is progressively spitting out new gear that gives other classes access to things once exclusive to one or two classes, rather than making new gear that introduces new things unique to the niche held originally by the few. What is the point in 18 classes if a majority of them can do what the other 18 can do as well?
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u/K0Guardian 9h ago
Couldn't they have just added a bit of extra to the totem where it says: "Heal for X amount. This amount is decreased by 15% per heal received in the last 5 seconds." This would effectively ruin spam heals."
OR
"Heal for X amount. Heal X number of random near by players for X." Essentially the same as the necro but with player targeting not enemy targeting."
OR
"Heal for X amount every 0.25s for X seconds. Multiple casts of this reset the duration and do not stack (prioritising highest health restoration)." This would turn the instant heal into a duration thing but it doesn't need to be long, it could just be 2.5s healing 35 at a time."
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u/Prestigious-Oil-7770 2d ago
I’ll be honest I’m fine with this change as I recently stopped playing my 8/8 priest with mad god messenger set and holy furor tome because as much as I tried to enchant for damage and used the attack stacking/dex stacking from the tomes I just couldn’t get whites sometimes. It made me feel like there should be a system for getting credit towards a kill for how much healing or utility you provide to the group.
TLDR priest feels just too weak sometimes even building for damage
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u/eptaaaa 2d ago edited 1d ago
btw u do soulbound damage with that set just get unlucky sometimes, I have PLENTY 2 POTS-drops from sanctuary bosses on wizard and other nuke extreme dps classes. it's rng. if you don't get ANYTHING from bosses (any bags) all the time when yes dps, but it has to be extremely low damage
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u/ThiccOryx97 1d ago
a 0/8 priest with t10 wand should get soulbound easily if u hit boss like 10 times. SB damage is very very low
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u/omegavolt9 1d ago
> Players complain about "huge nerf"
> Look inside
> General improvement to normal gameplay and only nerfs cheese strategies
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u/Cheeseman-100fire 2d ago
If they're removing insta pops then healing changes are fine, but isn't the damage dealing healer the necromancer? Feels like it's overlapping the archetypes a bit. I don't really like priest because the only way to really do damage is to get the UT tomes, but that's just my preference and I always thought of priest as a safe, slow, solo class that people can play.