It's like we've got 2 (decreasingly, but still-reasonable) positions nearing a cliff, "Healers should be more distinct from each other", "Healers should be more distinct from each other even if it means squishing the reward systems for more challenging play by purposely letting certain jobs do as much as others for less effort", but then finally a third position of "Healers should be as Renathras says they should," and it's damn hard to agree with the either of the first without being roped into alleged agreement with at least one step further.
Do I want the jobs to feel more different from each other? Sure.
Do I feel like diversity is the biggest issue with healers right now? Honestly, no, it's a very distant second or even third concern after content-tuning and adjustments. But, I feel that aiming for organic development of different kits (just building whatever one can out of a given theme or core mechanic and then just recursively molding it a bit further for self-synergy and a bit of further distinction and parity as necessary) can do wonders for shaking up entrenched issues.
Which is also where your illustrations of your model have previously lost me, as they seem meant specifically to pre-allocate (and thereby restrict) what gameplay each theme should be allowed to interact with instead of just leaving that up to what seems logical and synergetic for each kit's core aspects.
I'm not about to play a "DoT healer" just because I want DoTs, nor a "Buffs healer" just because I want buffs; I want the whole damn kit for each, into which the DoTs, buffs, or what have you are integrated seamlessly and thematically, as should be everything else in that kit, or that's a mission failed.
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Quote:
Originally Posted by Renathras
SPECIFICALLY, too many Jobs have a 0-100 gauge that you ONLY use in 50 unit increments, meaning for all practical purposes, it's just a "two charge" gauge.
Yet they've contributed towards in as fine of amounts little as 2% at a time (Stormblood Blood gauge). If we were to ignore generation, then even MP itself is likewise just a number of charges, with some casts consuming multiple charges at a time. By level 72+, WHM's MP (0-100%) is just a 25-charge gauge, as its lowest possible MP cost... is 400.
A centigrade gauge just writes in values in %. That's simply an intuitive display, that futureproofs fine control if so desired, rather than "homogeneity".
Quote:
Originally Posted by Renathras
In fact, I didn't say "a modifier that works like Eukrasia" (thanks for the misquote, btw....), I said "ability like Recitation or Eukrasia". You either misread it or you intentionally left off the "Recitation" part, which...kinda completely changes the statement in either case.
Mate, you keep getting mad at people for simply making the nearest to sensible interpretation of what you write...
Would you consider Reassemble a "modifier skill" that would be at all like Eukrasia? Would you consider Life Surge a "modifier skill" that would be at all like Eukrasia? Do either of those "modify" the skill they affect to an extent worthy of a separate term? Does Temperance?
If you, and more importantly your reader, wouldn't normally consider other auto-crits like Reassemble and Life Surge a skill-modifying action instead of --as they function-- mere bonus throughput CDs, then yeah, people are going to focus on the one that's the actual modifier skill, especially if you're going to go on about it not being like Recitation anyways.
???