Rage of Halone and Chaos Thrust used to be like that. Wouldn't mind that being a thing again.
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Didn't know you knew my intentions. But sure, allow me.
Why does there need to be? Many jobs don't have multi-hit skills.
How?
Why does it need depth? It's basically a manual regen or Eos' Embrace. Each GCD from the SGE is like a tick from either of those.
I've never felt stress about Kardia not healing enough because during normal autos it's sufficient. If Kardia could outheal massive tankbusters and raidwides it would be extremely unbalanced. Relying solely on Kardia to heal so much that a crit can throw you off is not a game balance problem.
Who is saying this?
These are all DPS jobs, which work differently from healers on a fundamental level.
I don't think it's designed to hit as many times as possible in order to heal. It's like expecting a WHM's Regen, an AST's Aspected Benefic, or SCH's Eos' Embrace to do all the healing. Why does Kardia suddenly need to be fancier than any other healer's passive healing? That's what it is, by the way. Passive healing. It just encourages DPSing rather than allowing it.
There, I both read and acknowledged every point OP made. My point still stands. Hope this helps!
Setting aside the hyperbole and "too easy" remarks:
The above I agree with. Kardia would be such a cooler mechanic and SGE more distinct from SCH (and all the other healer Jobs, honestly) if it worked as Kardia management. As it is, it can output more raw healing than SCH and enough to solo heal encounters. Its "weak" GCD heals (which are just as strong as everyone else's GCD heals, so not really "weak") aren't a detriment when it has massive amounts of free oGCD healing with short CDs plus oGCD mitigation that also has short CDs.
No idea on the multi-hit thing. I still feel like EuDosis ticks should also proc little Kardia heals making it into a Regen. AOE situations would allow you to get some serious healing on your Kardia targets by spreading your DoT. That would be kind of cool.
Okay, let's be clear here:
No part of the suggestion that, hey, maybe the currently dull-as-grass Kardia mechanic could actually gain some manner of control and variance as to be more interesting precludes other job's passive healing doing the same. SCH could easily have a pet MP bar and a stronger Embrace that is not continuously sustainable and is generally best used manually; AST could regain time manipulation as to be able to extend or triple the tick rate (at cost to duration) of its HoTs, giving them some further interaction; WHM could duplicate bonus healing onto its targets affected by Regen whenever they use a ST direct heal, or emanate that bonus healing to allies near the Regened recipient of an ST direct heal; etc., etc.
As for Kardia being dull because 'it was supposed/designed to be' dull... Then should that be considered a good/sufficient design?
Like, you can say this pistol is being used as a tonfa because it's supposed to be used as a tonfa, and you could be wholly right, but... why, then, decide to use a gun instead of just a tonfa? If SGE's tool was only ever supposed to amount to a passive regen that further punishes the use of GCD heals / extends the curve SGE's DPS-per-healing-required... why even bother with "deals damage on hit" for that?
It's just a bit of a Chekov's Gun situation, alike to RDM only ever using its sword as a convoluted equivalent to Foul, rather than imitating any of the job's more traditional versatility. And it seems especially odd to use the blandness of any one or more healers as an excuse then to shut down even conversation on making a core mechanic of any other healer less bland.
*Toss a monkey paw*
You now have a focus laser and can't move for 6s that deal damage and proc kardia every 1s.
If SE do what you ask for it'll probably be that.