Yeah honestly that was my point
Random damage has to be non trivial to really unseat SCH and right now it simply doesn’t exist
When they removed non trivial random damage that’s really the point that SCH lost its last real weakness
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Hmm, I wonder how the game would have ended up, if rather than removing Crit Autoattacks from enemies entirely, an additional gameplay element was added where 'if you have a Barrier active on you, you cannot be Crit by an enemy'?
I'm of the opinion that Random Crits weren't necessarily a problem (certainly not to the point where 'they need to be removed entirely'), instead I think it'd have been better to 'give players the tools to work around the game mechanic, so that they feel like they have the answer to the problem'. Awareness's 120s CD didn't cut it, it wasn't up often enough.
Let's say that SB happened, with this change of 'Barriers prevent Crits as long as they hold'. WHM would have gained a niche that expansion via Benison, of being able to negate Crits for 'free' via Divine Benison. Additionally, DRK's TBN existed then, but the Barrier aspect of Raw Intuition/Bloodwhetting did not, giving DRK the only 'on demand Crit negation skill' (unless you count Holmgang at 3min as a 'Crit negator' which, yeh it kinda was). Considering that was the expansion with O3S having a guaranteed Crit as a tankbuster (literally just called Critical Hit), and Shinryu's Tera Slash in the EX, I think the idea of Healers being much more 'in control' of negating Crits could have been a good addition to our gameplay. And since it's not damage, the 'no I want to heal I picked healer to heal not dps' crowd would appreciate its addition
Just a side thought, but if enemy crits did come back couldn’t that potentially open a whole new path for ‘critical resistance’? I mean, we know it can go down , but having effects on certain abilities that put it up could become an option too. They could even have like a ‘critical hit defense’ substat that’s like an inversion of ‘critical hit rate’. Though maybe that’d run the risk of negating the need for healers if everyone could just stack up materia or whatever to whatever ‘crit resistance’ is recommended for the content. Or, maybe they could just add a role skill that grants a ‘Nullifies the next crit’, like Stoneskin or something.
The only problem I really forsee with it is that Scholar’s Deployment might make it hard for the criticals to be a real threat because of barrier spreading. But then, that’s easily solved by having Deployment only spread the shield effects and not the crit nullification.
Only two things could Crit a party member back then, an autoattack (which should be hitting a Tank), or very specific Physical Tankbusters (which are guaranteed to Crit every time, and should also be hitting a Tank). As such, for a SCH to make the Crits 'not be a real threat via Deployment' would A: require Deployment a lot more often than is available, to cover all the autoattacks, and B: cost a GCD almost every time to apply Adlo/Succor to the Tank. I'd imagine it'd be more a case of 'Oh Tera Slash (guaranteed crit) is coming soon, I'll Adlo the tank in advance because I don't know if they have many CDs left and it's better to be safe than sorry', rather than trying to keep 100% uptime on barriers to completely negate autoattack crits
Also, the game rolled for 'is it a Crit' before 'is it Blocked', even when the Block Rate was 100% (ie with Sheltron), so PLD would be disproportionately screwed by such a system, unless Holy Sheltron was adjusted to give some Barrier instead of 1000p of regen. IDK why Bloodwhetting has 400p of barrier, but Holy Sheltron doesn't. I guess PLD does get Guardian's massive barrier effect though. And DRK gets TBN, and GNB gets (sometimes) Brutal Shell, so maybe this wouldn't actually change anything after all
*Hits Crack pipe* What if we made Clemency apply a Barrier equal to the damage healed? That's probably fair right? Can I have the ability to raise while I am at it. (I am serious about the last part, let Paladin Raise KO'd players, PLEASE. Make it cost all my MP I don't care.)
I think rather than MP, any tank raise should come with a HEFTY opportunity cost, like the standard raise cast time PLUS a requiescat token or more but even that goes against my principle position that tanks shouldn't be able to raise people, it's bad enough that tanks are increasingly capable of solo-ing content.
Tanks should NEVER be allowed to raise in any content because it opens too many doors to
Hallowed ground a mechanic that nobody understands -> raise the healer -> healer either LB3’s or raises the party
When you are in a desperate situation rotational opportunity cost is irrelevant for the tank. Who cares if you can’t requiescat when you just managed to half skip a mechanic because you survived then rezzed the healer allowing you to continue
Rather than a raise, I think it could be interesting if tanks gained a sacrifice ability where they can choose to die to give 5s of invulnerability to a party member.
That gives the tank some agency in preventing a wipe, but it's also a major sacrifice to do it and you have to time it properly, said invulnerability would also not protect from damage that goes through tank invulnerability.
...wow, that's a button I'm not gonna touch with a 10 ft pole. I sort of get the fantasy and we have something similar in Bozja + Eureka, but there it makes sense considering the content it is designed for (Baldesion Arsenal, Delubrum Reginae Savage) restricting raises greatly, so a Sacrifice is worth it.
If it isn't even a raise, I'm not gonna touch that if it guarantees my death. Also, we actually sort of have what you ask for - Cover. Take all damage for a teammate, making them basically immune at the cost of your own life to whatever is about to kill them in most cases.
Just apply Weakness or Brink of Death to me without the death and then maybe?