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WHM: Remove "Afflatus Solace/Rapture". Add "Afflatus". Afflatus causes the next GCD heal to be instant cast, cost no MP, and nourish the Blood Lily.
Still limited by Lily charges, I presume?
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If the Afflatus is too powerful being used on EVERYthing, then just make it Regen, Cure 2, and Medica 1 if Medica 2 and Cure 3 are considered too powerful.
I really doubt it'd be too strong. If you think it'd make WHM too strong a "prog/nuke healer" [though... personally, I'd be cool with it
actually being that for once] due to the free Cure IIIs atop Thin Air, then you could always just have it reduce MP cost instead of nullifying the MP cost entirely.
If applied basically only to Cure 2 and Medica 1 (since Regen may still be used for mobility without it anyways, depending on Dia duration remaining), then I suspect you'd get complaints about the consolidation causing "bloat APM". Just whole hog, I think; let it apply to everything, at least by level 80 or so (if you want fancy names and animations for each upgraded form).
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Add a damage reduction (5%?) effect to Plenary. Call it Pro-Shell.
Is this on the bonus heal or on the initial cast? If the prior, does it stack? I could dig that.
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SCH: Remove Dissipation or rework to where it no longer removes Eos.
Maybe I'm crazy, but I feel like I'd actually like Dissipation if it was just... a lot shorter and more bankable so that it could actually be an emergency tool instead of just 3 extra Energy Drains. Maybe if it just temporarily converted every 20 Fairy Gauge into Aetherflow and drained Fairy Gauge over time to enhance your healing potency by an even larger amount, so you could pull out some heads-and-shoulders best-in-role burst shields...
Idk, but I like the idea of dropping a situationally less synergetic/fitting form of output (Eos) temporarily in form of one that can be better or more burstily leveraged. I just wish it wasn't so lengthy a commitment.
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Have Lustrate upgrade via Trait to also granting a 200 potency barrier (like Celestial Intersection manages to do) and/or give it a short duration (5 sec?) sprint speed to the target like Expedience does.
While Lustrate doing some barrier, too, would make SCH more barrier-focused... unless you really mean to give SCH a 900p sustain oGCD opposite everyone up to 3 times per minute opposite everyone else's 600-800p versions, wouldn't it also reduce SCH's sense of skill selection? Sprint speed would be cool, though.
It does make me wish we again had to choose between Eos (say, bonus regen and Defense) and Selene (utility and a bit of bonus output), though... RIP.
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Remove Energy Drain from costing Aetherflow, it now costs 10 Faerie Gauge.
This one I don't really get the point of, though, as ED is then costing only a third of a competing action (Fey Blessing), instead of whole action, likely making it feel less deliberate. I guess it's kinda neat that you have a very granular filler to increase APM with, but... I imagine it'd seem less costly and yet all the more obviously lacking in punch.
Even if were to increase healing requirements enough that 300 oGCD potency of damage wouldn't exceed the value of 300 oGCD potency of AoE healing, I'd rather see Energy Drain remain on AF and just see buffs to remain situationally useful, such as by again giving MP (perhaps even increasing its damage dealt based on %MP and MP stolen based on %MP missing), but that's just me. The above is the broader critique.
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AST: Consolidate some things and make the burst less hell, make the CD on Draw short (15 or 20 sec?) and put Draw and Play on the GCD with some kind of damage neutral mechanic (next Malific cast does 3x damage, stacks to 3 so using cards back to back doesn't screw you out of it). Mostly waiting on the rework to see what they do.
Probably the simplest but most impactful thing you can do for the hell opener is just make it impossible to Astrodyne the opener by now having Drawn Cards cool until they're Played (bringing AST down from effectively 3 charges of Cards to an actual 2). In doing so, you remove the 30s delay to each pull with an optimizing AST and their remove the need to hit Draw on CD (and hold it for up to a minute) in dungeons. Best yet, literally only the opener would be affected, unless they're trying to stack 90s 3-card bursts.
I'd be cool with Draw being on the GCD, but not Play. That'd make it feel much too unresponsive. I'd also rather just see the value of the Cards go up rather than AST getting personal and direct damage refunds via Malefic. Or rather, also increase the Card duration a bit, instead of just the potency, as to be a little less affected by recipient burstiness. If AST would feel too crushed thereafter by its whole party being shitters, maybe return Minor Arcana as non-CD Card
spender (half the cards turning into Lord, with a falloff-AoE attack, and half turning into Lady, with a falloff-AoE heal), with something granting the occasional free Lady/Lord to ensure the button sees
some use even in good parties.
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SGE: For what it is, it's fine, but some ideas would be make Toxicon damage neutral or at least 1.5x a Dosis, have Addersting generate every 20 sec OR every time an Addersgall is used (either is fine by me), make Diskrasia ranged (25y) centered on the target (Gravity without the cast time) and give it the Toxicon 1 animation like Alphie used in the trailer (can give Toxicon 1, if we need to have a Toxicon 1 animation, the Dyskrasia animation, that'd be fine.)
I wouldn't want to see it be outright damage nuetral, since it's spammable, but a bit more oomph would be cool, especially in combination with Addersgall granting Addersting or it just being generated over time (I think I might actually slightly prefer it coming from Addersgall just because the way it makes it more easily trackable as to avoid overcapping is also more... engaging/immersive/what-have-you).
I actually like wanting/needing to be in melee range often on SGE, though, and feel like Dyskrasia being a self-centered AoE actually makes Toxicon more interesting, especially in dungeons or in add checks with lots of AoEs from/around said adds, since that becomes your means of keeping up AoE uptime outside of melee range.
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But yeah, that's my two cents' food for thought. I hope they made sense. I dig most of this.