I wouldn't want to do sweeping changes to all classes.
As I mentioned, I was saying this from the perspective of a raid leader and a guild leader - meaning that I talked to a lot of players about why they chose what classes, and players that want to switch their mains. I talk about this from the perspective of someone that needed to recruit clerics and only find Disciples.
The people that want to play clerics are not the target of this, but they were few and far between. I was one of them. But even I admit that soloing a cleric was extremely boring. And I Suspect with the emulator, soloing is what a lot of us will be doing most of the time.
There is a reason that clerics were almost the least played class. Their main goal is to heal, and the people that loved playing them loved group healing. But when there is no group, there is no point in a cleric other than a buffbot. Which is exactly what we saw in live. It's great that a handful of people love the cleric as it is, but there were a great many people that ditched the class before they could even hit level 20. And even after getting one of the five cleric affinities (Yes, there were more than just three), it still doesn't reach it's best.
I am not asking for huge sweeping changes that turn the cleric into a dps powerhouse. Let's be *realistic* and *honest* and cut out the slippery slope and kneejerk disapproval. The first thing we should do is fix the endurance regeneration issue. See if that helps.
If that doesn't help, the second thing that should be looked into is:
Castigator's Fury: "You are filled with righteous anger, increasing your damage by 15% and lowering the refresh time of melee attacks by 4 seconds. While in this form your mitigation is lowered 5%."
This is the cleric's DPS stance. I'm not entirely sure that it worked. I did a lot of testing on my cleric and I never saw any kind of increase in my DPS, but I did notice my mitigation went down (I wonder if they switched the numbers?) If people are not playing clerics because they have nothing to heal, and can't kill anything then we should tweak this. Nothing else. Just this.
Maybe we should ensure their damage is actually increased by 15%. But, let's say we did that. The highest DPS my peace cleric every managed on raids was 1000DPS. A 15% increase would mean I'm doing about 1150DPS. OH MY GOD THE CLERIC IS SO POWERFUL THAT IS A HUGE MARGIN!#@@#!$#@. My Rogue on the other hand often hit 25k dps. My pally hit 17k DPS.
And the real shame: Disciples can hit 7-10k DPS and AT THE SAME TIME will OUT HEAL a cleric by a huge margin. Want proof? Here's a log from one of our raids:
http://jakkal.com/MercaiusMelee.jpg I listed all the healers there, except for a bloodmage (Which had issues with parsers so they don't parse correctly, so I left him out.) That was my rogue at the top too *tee hee*. Anyway. You can see that the disciple with the highest DPS also had the highest HPS. Second only to a cleric, who had abysmal DPS. "But Jakkal, that's how it should be, because Clerics suck and blah blah blah blah that doesn't matter."
Now, I am not asking to nerf disciples, even if I think they should be. And I'm not asking for a huge increase to cleric dps for raids. And I'm sure as hell not going to ask for everyone to get nerfed or for mobs to get harder.
What I'm asking for is a little bit more dps so when people are soloing/levelling their cleric that they feel like they are making real *progress* and not wasting their time on a boring class. This is what I heard from a significant number of people when we asked them about playing clerics or if they were switching their main from a cleric to another class. This is not a me problem, this is a game problem. And this problem will be significantly worse with a low population.
MY SUGGESTION: Slowly tweak the Cleric and Castigator's fury to the following: Up the base DPS of level 1-20 abilities slightly. If something hits for 20, let it hit for 30. If something hits for 200, let it hit for 300. Castigator's Fury DPS is increased by 20%. Decrease Mitigation by the same margin. Decrease healing power by 5-10%. Put a cooldown on it so people can't switch it on the fly.
Making the cleric less likely to survive with higher damage will make it more fun. It will make people have to decide and think about what they're doing. Should they go DPS stance and risk dying or should they go healer stance and take forever? It might give the cleric new breath and new life.