I think the primary issue our players are having with Marea's Grace, is that it went from being a buff that was consistently up in it's previous version (Like a group sustained HP Buff), to a group combat trick. Obviously, the power level has changed; I think many people preferred the buff in it's previous version, however it appears the Devs wanted something different in the Priest's kit. In Korea, this ability still costs 10k mana a second; BECAUSE of player's like MsAbella and others offering their input in the skill, we have reduced it to HALF of it's previous cost. Sadly, it appears that our players are still wanting it to be like it was before. With this idea out of the window for now, we need to re-evaluate the move for what it does now.
What good is a combat trick with the potential of earning 5 different people in the group a maximum HP bonus of 57,570 HP, or in an ideal group situation a total of 288,750 HP? Well, in many cases I would assume that the case would be just that; a combat trick. On live, 60k HP doesn't seem like very much with the power level of some of our players; in the KR version that is a significant chunk of HP. Combined with various utility abilities available to the priest to extend the duration of this buff (Mana Charge and dealing damage with Staff Mastery up are 2 examples right off the top of my head), this is a significant HP buffer to chew through, and if the priest is proactively engaged in Mana management and gaining, significantly adds to your group's survivability. The problem with this ability (to ME at least) isn't the cost; but it's power level in relation to HP buffing. With the amount of damage our players are doing, the HP bonus feels less helpful that it realistically should be. If this number was changed to something a little more powerful for our server; let's say for example something like 1000% the caster's level; that bonus would rise from 57,570/288,750 HP buffer to a 165,000/825,000 HP buffer.
Would you consider that too powerful? Too weak? Let's get some feedback going for that.
We do NOT want to have another rehash of the fiasco Blunt Mastery was for years. These balance patches are specifically meant to do just that; balance. With the upcoming changes to invenom/thorn whip damage being fixed, we need to look and assess the other abilities for our server. This is significantly more difficult than people give it credit for; lack of proper testing and balancing have resulted in several issues throughout the years, issues that your current GM team does NOT want to repeat. The difficulty of balancing the game for players with what you would call "regular" gear and what you would call "OP" gear makes this process difficult, but one that we are working towards anyways. We appreciate your patience as we continue to provide you guys with the best experience we can on R.O.H.A.N.!