The Paladin’s “Healing Hands” ability has the “Cleric’s Hammer” node that causes the melee attack to cast the “Healing Hands” ability, but if you are channeling the “Warpath” attack it is cast only on the first hit, it would be more interesting if on all hits it cast this spell.
There have been lots of feedback posts regarding this same request.
https://forum.lastepoch.com/search?q=warpath%20healing%20hands
But the latest one that’s still open is this:
Warpath and Healing Hands interaction - Feedback and Suggestions - Last Epoch Forums
You and everyone wanting this change would have better chances of it happening if you all voice together in a single prominent thread, instead of creating new ones every week.
it shouldnt change frankly.
Warpath can get unholy levels of proc rate because of how it doubles attack speed, 10-12 HH a second would be possible. with 1200% healing effect which isnt even that bad and isnt even counting what attunement does for HH, you get 360 ward per proc, at 12 procs a second you get a staggering 4320 ward per second. if you really stack this meme to the moon with attunement on top, im sure 6k ward a second isnt out of possibility, or higher.
Sooooooo halve the proc rate for Warpath? Is that too difficult for a skill that doubles the player’s attack rate?
Is that after the Cleric’s Hammer nerf?
Dunno, maybe it’s harder than adding a row to the bottom of the stash tabs.
No, it’s not. The latter has a lot more stuff involved.
Can’t decide if I’m glad or not glad I’m not onto programming.
Guess I’m fine being an ignorant who thinks adding a row to the stash would be like one of the easiest task to do in any game.
Can’t get my head around this… From an ignorant PoV, having HH proc off Warpath, and still be balanced, would be a whole different level of difficult from simply adding a row to the stash.
And the question will forever remain: Why? Don’t really want to learn, keep if to yourselves, or I might go mad.
Me too. Even what little I’ve experienced of arrays in Excel has shown me it’s probably not as trivial as one might wish it to be.
Because if you have skill A that hits twice as fast (it literally has a 100% more attack speed modifier), then the way to deal with that for the HH proc is to give it an additional line that’s 50% less proc chance/rate/whatever for Warpath (with some tweaking depending on which route you choose/have to go).
I don’t know their code, but if I had to guess I would say they would be kinda on par.
For stash, you need to create new renders for the stash and you need to, at least, adjust your sorting algorithms. Not only that, but the stash tab limit exists because having too many tabs will make queries slower. This change would mean that you can store more items overall, so you would need to either reduce the tab limit cap or rework your inventory queries.
For warpath proc, you’d have to change the way channeling skills work so they can proc skills over time, but that would also likely mean that they would proc all “on cast” triggers, so you’d have to go through all of them one by one and balance them properly.
After that, you’d need to adjust the formula of procs so they would proc less often if it’s a channeling skill.
Not to mention that both changes can have some unintended consequences with “parallel” processes that share parts of the same code, so you’d need to test everything properly to make sure you didn’t break something else entirely.
And keep in mind that I don’t actually know their code, so I’m just guessing on a best case scenario.
All in all, while none of the two issues should require a full year to implement, or even a full season, it’s also not something you can do in a day or two.
And before you even start working on them you usually have to spend some time in the design phase to figure out the best way to implement these things with the current state of the game and what all the impacts could be.
Or, you just give the Cleric’s Hammer node a “procs every other Warpath hit” (or similar) or one of the Warpath nodes something similar. It doesn’t need to be a wholesale change to how channelled skills work with “on use” procs, though you could & that might be a nicer thing overall.
Which already happens on some newer skills.
You’d still have to change how warpath triggers it. So some change would have to be made, even if you made it just for this specific case.
And if you made it just for this specific case, then you’d start having people asking for similar cases for other channeling skills like focus, rebuke, shield rush, etc.
And for uniques that trigger on cast.
And you’d either end up with a messy patchwork or you’d be forced to, at a certain point, just redo the whole thing.
So if they ever think about doing this, I’d rather they just change the whole system and do it right.
That does not factor it in, the ward gained per 10% healing effect behind the node which gives you the conversion from health if you use certain items is not gated by clerics hammer. Clerics hammer only cares about “initial” heal values. Anything else like ward per healing effect, or ward per attunement is unchanged. So the values can be a bit higher if you opt into use a health to ward item but not by much because clerics hammer will nerf it, but it might add a decent amount. 50 initial heal becomes 10, 1200% healing effect is 130, so not actually a worthless amount.
The point I’m referring to in the topic is that the node says “chance to cast with HIT”, and despite “warpath” being channeled it hits multiple times so it should cast the other ability
I created my own topic because as I don’t know English and I’m using the browser’s own translator, the way the other topics are written makes the translation into my language very confusing, so I end up not being able to understand if they’re talking about the same thing as me or if they’re just talking about two different skills at the same time.
This could be a translation issue sadly.
“When you cast a melee ability and hit, you cast healing hands” Two triggers are conditional and must be met here, “Cast” and “Hit” so you dont get the healing hands if you do not hit. And you dont not get the healing hands if you didnt cast, or in this case “use” a melee ability. So this set of trigger conditions sets it to be only once per use of a melee skill. Currently channel skills only ever count as used once.
With that I understood why the “healing hands” are no longer being cast, but I still believe that it would be more interesting to allow casting only on “hits”
Yes, that’s what the whole conversation is about…
It would be nice, but in order for this to happen, a lot of other stuff have to be changed also, as it involves the whole balancing aspect. Basically, they need to change how channeling skills interact with on-hit effects, or it will suddenly become OP. Pretty much like DJSamhein described here: