Missed my point. (Or more likely I worded it poorly)
Was more a nitpick against SE and things they can do to make content more difficult but don't ever do.
Missed my point. (Or more likely I worded it poorly)
Was more a nitpick against SE and things they can do to make content more difficult but don't ever do.
I thought that's what VW was? they just screwed up by not making it very rewarding.
You can still get by with only one healer given he has enough MP/tick.
this might have already been mentioned but I saw on another thread that someone had an idea for making the buffs a rdm has aura based. This is absolutely brilliant in my opinion. Higher radius for higher enhancing skill. WIN >_> Also cure V yes please.
Which is partially why I go bananas on the haters. The moment it IS efficient, they'll accept it. Why the dogged tooth and nail fighting takes place at times is, quite frankly, mind boggling. Coincidentally, they are also often the ones the least willing to try and make ideas work, as evidenced by Cid's shooting down of the aura idea, mainly because it's not useful in the back. Duh. The back-line game doesn't really need much help.Magic swordsmen are not efficient.
Magic penetration is almost as hiliarious as one of the people in here suggesting that you get native quick-cast.
Allow me to elaborate:
HAHAAAAAAAAAAAAAAAAAAAAHAHAHAHAHA.
So, I was sitting on the john pondering all the recent arguments here, on Alla, and so on, when the thought of a possible new trait hit me.
Attrition: Reduces the effects of debilitating magic received based on currently active enhancement magic.
I'd considered making Composure active a requirement, sort of like how WHMs can't get Enlight with Misery up, but that's not really the focus. Anyway, was thinking up to a possible 80% reduction in duration and potency for any enfeebles we're inflicted with. Protect, Shell, Haste, Refresh, Regen, Stoneskin, Phalanx, Aquaveil, Enspell, Spikes, Gain, Barelement, Barstatus, and Blink give us 14 possible spells we can have active on ourselves at any given moment. That could be 5.7% per buff, but I'm thinking that kind of low for starters and overall promoting a bit of high maintenance to keep this effect at its higher levels. Instead, I'm thinking more like 15/13/11/9/7/5/5/5/5/5 where 10 buffs would give you the 80%, 5 would be 55%, and so on. Thus, a 20% slow that lasts 3 minutes would instead be 4% for 36s.
"But if you're in the back you should never get hit! Herpderp!" Well, in the FFXI I play, some mobs have TP moves greater than 20 yalms, a BLM can pull hate quite suddenly and mess up positioning, or with mobs today being hate reset happy, among other quirks, accidents happen. When your backline gets slept/petrified/muted/stunned/etc and nobody up front can help, you might be looking at a nice chunk of time of just watching your party slowly fall apart. Enter the more quickly recovered RDM to help keep things on the up.
Now, if we wanted to be greedy and apply this to recent talk on auras, this defensive mechanism could possibly be passed on to party members within 5 yalms of the RDM, receiving the benefits the RDM themselves would even if that particular player has fewer buffs active. So, in some cases, the WHM could just focus on primary status cures while others will possibly have worn or be close to by the time they throw out 2-3 singles.
Anyway, only magic buffs could trigger this effect, so no songs, rolls, ninjutsu, or other sources contributing. Dispel-happy mobs would require some consideration on how you act. Not sure how this would handle Doom, but I'm thinking it'd add to the timer so 80% would give you 18 clicks to get it removed instead of 10. Could even make it easier to remove, but whatever.
/inb4omgoverpowered
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