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  1. #1
    Player
    Balipu's Avatar
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    Sep 2014
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    Gridania
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    2,084
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    Tea Mysidia
    World
    Phoenix
    Main Class
    Rogue Lv 90
    Quote Originally Posted by Kazrah View Post
    It's also about societies outside of the game as well, as this game is sold in places where most elements associated with the necromancer theme would be either banned or extremely limited.

    For example? I know China has major problems in this regard, but Blizzard had no problem releasing Wrath of the Lich King globally. Plus I already posted two ways to work around the "Necromancy is evil" problem

    So healing-via-damage in this game would considered as a supplementary healing system, or a means of healing that can take place while the healer is doing something else (i.e. HoTs, faerie heals). Think of it like a White Mage doing damage while Medica II and Regen provide healing, except that Medica II tick would be directly caused by a tick from an Aero spell and a cast of a Stone spell would heal the tank for about as much as a Regen tick. Something along those lines.
    Some spells could work like that, but it would end up with the problem that came up earlier. What would happen if there are no enemies to attack? It is easier to use damage to generate a resource you can use whenever you need and just have simpler spells that use mana to heal someone with your health, replenish your health by draining life from the enemy or taking a small ammount of health from every party member and transferring it to your target.

    Maybe it would be easier with a list of abilities. Will get around to doing it tomorrow.
    (0)

  2. #2
    Player
    Kazrah's Avatar
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    Jan 2015
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    Character
    Nonni Brilante
    World
    Moogle
    Main Class
    Paladin Lv 60
    Quote Originally Posted by Balipu View Post
    -edit from quoting me-
    So first off, saying "China has major problems in this regard" is kinda like saying "the ocean is really blue". By the time Chinese players were able to get their hands on WotLK, Cata was right around the corner for everyone else, and that was only after the game had been shut down for months. Not really something you want to do to a major player audience, and China has typically fit that bill for other online games sold there.

    Even right now in this game, any depicts of what would be considered "undead" almost rarely show any bone, usually looking like recolored normal characters, and any exceptions (save for maybe the occasional random spot in PotD) were done in ARR, which released a year after it came out everywhere else (likely due to censorship among other things).

    Now I never stated the "necromancy is evil" problem as far as it goes in the game. Yeah, turning human remains into playthings isn't exactly a laudable action by any stretch of the imagination, which was one of the reasons why when I made my Reaper job concept for this game, I made it revolve around the use of wraiths or spirits and tried to bring it as close to feeling like the stereotypical necromancer without using anything that could run into that issue (the other reason being that I was trying to make it not look like what we see in the Weeping City of Mhach).

    Quote Originally Posted by Balipu View Post
    Some spells could work like that, but it would end up with the problem that came up earlier. What would happen if there are no enemies to attack? It is easier to use damage to generate a resource you can use whenever you need and just have simpler spells that use mana to heal someone with your health, replenish your health by draining life from the enemy or taking a small ammount of health from every party member and transferring it to your target.
    So this is why I called it the supplementary healing system: because it would never be the primary healing kit. Every healer right now runs the same basic healing toolkit:

    Basic effective heal (Cure, Physick, Benefic)
    Large effective heal (Cure II, Adloquium, Benefic II)
    AoE heal (Medica, Indomitability, Helios)
    Main supplementary heal (Regen, SCH fairy, Aspected Benefic)
    AoE supplementary heal (Medica II, Succor, Aspected Helios)
    Burst heal (Tetragrammaton, Lustrate, Essential Dignity)
    Ground effect (Asylum, Sacred Soil, Collective Unconscious)

    Again, supplementary healing is just what provides additional healing effect while the healer can do other things, and is never intended to be the primary source of healing, hence why a healing-via-damage system would be able to work in this fashion--it just wouldn't be the primary source of healing.

    Now with the martyr healing you're suggesting, it's not a bad concept, but it does require additional considerations depending on whether or not it's either ingrained into the primary healing system or if it's just a supplementary system in the form of a couple of spells or something an ability that would affect all heals. Either way, it requires having extra HP for added wiggle room on heals, and nearly a tank level of health if it was their primary healing system. Maybe some sort of personal cooldown heal to offset the same problem that the "draining life" trick runs into that you brought up in regard to healing-via-damage systems. Stealing any health from other players for a heal would probably be the only thing I'd give a flat "no" to.

    Overall, the job concept you bring up here isn't one I condone. There just a lot of things that have to be considered with a necromancer-esque, and I've seen enough people showcasing concepts for it that give little to no regard for them (and sometimes for the very game they're playing).
    (1)

  3. #3
    Player
    Balipu's Avatar
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    Gridania
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    Tea Mysidia
    World
    Phoenix
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    Rogue Lv 90
    Quote Originally Posted by Kazrah View Post
    when I made my Reaper job concept for this game, I made it revolve around the use of wraiths or spirits

    And if you notice I also don't plan to use any kind of reanimated corpses. Hell it doesn't even need to be called a Necromancer. There's just simply no previous FF job that could fit the concept of moving around health like that.



    Now with the martyr healing you're suggesting, it's not a bad concept, but it does require additional considerations depending on whether or not it's either ingrained into the primary healing system or if it's just a supplementary system in the form of a couple of spells or something an ability that would affect all heals. Either way, it requires having extra HP for added wiggle room on heals, and nearly a tank level of health if it was their primary healing system.
    Thanks for the feedback. It really helps with my work. Two things:

    - The use health for healing thing will not be the primary source. The primary will be the healing you do by using the resource you build up by damaging/debuffing the enemy.

    - It will not be a direct transfer. You will simply use your health point as a resource. So for example you use 50 health points for a spell with a cure potencty of saaaay 250

    Quote Originally Posted by Vhailor View Post

    Personally I'd rather see SE pull a Chains of Promathia with the next expansion, and not release any new jobs at all. Spend the time they'd normally put into balancing and developing the new jobs into giving us some really deep content and polishing up the significant pile of content that could be relevant and entertaining if only someone went back with the benefit of hindsight. Give us some ability boosts a la Merit Points or certain types of gear (they could always balance content around the base, non-augmented abilities). Adding a couple of new jobs on top of a pile of shallow content isn't going to really get me excited, speaking personally.
    The way I see it, tanks and healers really want some new toys after not getting anything in Stormblood. But we can't be sure what the future brings.
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    Last edited by Balipu; 01-09-2018 at 07:27 PM.