First, sorry for taking so long to get back to you. I was checking the thread daily for a while after posting, but had forgotten after.
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Originally Posted by
Duelle
I wanted to start by thanking everyone who posted. I figured this was going to get ignored. XD
The intent here was to stick to the developers' desired application of DPS on healers (read: you're not supposed to DPS while healing in a group). I know that the player meta is the opposite of this, and I'm willing to make changes to accommodate it if the developers can't come up with a way to make their desired gameplay become prevalent. I guess you can call it a push-come-to-shove approach to what the developers want.
Ahh, I see. I had forgotten your positions on the dps-obsessed meta reaching into tank/healer roles. Have the devs actually released any plans to try to change the ease/viability of healer dps? As a healer who usually dealt more damage than one or both dps throughout leveling in my dungeon grinds unless my tank didn't know what CDs were, I never really expected that their position on healer dps was anything other than, well, exactly what the tools given would imply. That I tend to be about as everything-is-for-clear-speed dps-headed as everyone else.
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Taking this into consideration, an idea I had was to change how ascensions work.
- Your stacks would do nothing but you can only have three stacks of one alignment at any time. For example, if you have two Astral stacks and two Umbral stacks and decide to use Pain, you gain three Umbral stacks. If you hit Mend after that, your Umbral stacks go back down to two and your Astral stacks go up to three.
So, you can basically swap back and forth instantly (or, within a GCD) until you Ascend, at which point you could potentially change to the opposite side instantly (/within a GCD) but would need three casts to regain the full version of the stance you just had? Was this your primary aim in the stacking system, or was it just to require some build up time at the start of combat? [Kind of like how a WHM might pop a few Cure I's atop Regen while the PLD is using Sentinel, preparing a free Cure II, before mitigating for the PLD via Holy spam, or a SCH will tend to open with DoTs and Bane before really going into healing, especially if Rouse is up, Adlo/Skin done pre-pull, and/or tank has CDs?)
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- Astral and Umbral Ascensions become just one ability, called Ascension (10-15 second cooldown?), that gives you the appropriate ascension determined by your alignment stacks. So using the above example, if you hit Ascension you gain Astral Ascension, consuming your three Astral stacks and leaving you with your two Umbral stacks.
Perfect. Not sure whether towards 10 or 15 seconds would be better. Oh, just to check (sorry if it's written) do any oGCD casts give stacks? That could be a factor on how much people feel delayed as well, say, if they could have re-ascended after dropping Ascension in 3-5 seconds but have to wait 15.
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- Ascensions would unlock additional effects to their corresponding skills rather than gate them. This would be so that if you're in Umbral Ascension and something goes horribly wrong, you can still do something to try to keep the group from wiping.
Any particular ideas on how they would augment them?
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- Dichotomy would become more like Transpose (not sure on the cooldown, but I'd make it something like 30, since it's supposed to be used for quick emergency swaps).
Anywhere from twice to thrice the Ascension CD should be acceptable to even the most greedy player on paper, remain fun, and look appropriate when glancing across one's hotbars. I'm curious though as to whether it might be worthwhile to make Ascension and Dichotomy scale with (Spell) Speed. [If you've seen any of my threads, you've probably seen that I'd very much like Spell & Skill Speed combined like Crit and Det.]
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- Duality would be redesigned to allow use of an opposite aligned ability while keeping you in your current ascension (ex: you are healing in Astral Ascension and see an opening to drop some DPS, so you hit Duality, swapping your Astral skills to Umbral skills, thus allowing you to use something like Desecration or Dead Pool at full potency with all corresponding effects)
Handy. Should be strong enough for a 60s CD, for sure. [I personally can only imagine myself using it as a way to quickly finish off healing phases and get to dpsing, but that's just because of, again, how I think of 'support', which is all I've ever thought of tanks and healers as.]
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Well, the abilities switching icons depending on ascension is more for the sake of concept. Not to mention that ability bloat is a real problem even now with HW. Conceptually, Astral is for healing, Umbral is strictly for damage. I wouldn't want to jumble things up by placing something like defensive utility (ex: damage shields) under Umbral.
My only intent was to keep it in line with other jobs, but if one considers how often the same could be done with the abilities in place (2 being mergeable for WAR, 1 for DRG), it probably already is. I'd have to count, but am too lazy currently to do so.
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The transfusions are actually stand-alone from the rest of the mechanics. These were inspired by Kinetic Defenders from the game City of Heroes (imagine a healer designed entirely around the transfusions; that's what the Kinetic was). I've never seen any other game try to accomplish what Kinetics were capable of and we're sorely lacking for healers with unique mechanics as is, so I figured it was worth a shot.
I see. My first thought on seeing them was a more supportive version of the sort of Archon archetype, stealing stats from enemies or transfering them from oneself to others, and with a fair bit in common to what I had imagine for Time/Planar Mages, or what I usually assume as being sort of the backing idea behind (other) Arcanists - low power but masterful manipulators when it comes to diverting, transforming, and rerouting magic or abstract powers. Just read up on Kinetics and Defenders (couldn't find a combined entry). Pretty neat. That said, I don't entirely see the fit?
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This I think would depend on how big the particle effects for the spheres are. I figured they'd be about the size of the orbs seen in the Nabriales fight or A4.
I mostly meant how a lot of DRKs would prefer for their Salted Earth to be target-centered instead of a ground-click, just because of how often this game has issues trying to place ground AoEs when clicking through enemies. As much as a healing orbs, like Angelic Feathers or Lightwells, is in some ways great for the as-you-need-it-and-I-don't-have-time-to-watch-for-exactly-when-you-will-so-here-it-is-and-don't-bother-me-for-a-while advantage in raid situations, it would also be hardest to place in those exact situations, given FFXIV's clicking issues.
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Actually, I was aiming for the Dark & Holy Magician (yes, that's what it's called) from the game Revelation Online. It's a healer that starts off as a dark caster and then gains a stance that changes all of its spells from dark-aspected attacks to light-aspected heals or support spells.
*Looked up gameplay* Ooh, scythe... why don't we have any scythes in xiv...