Some good points. I definitely didn't address enough with WHM with this.
I think balancing Magic and Physical damage reduction would be very tricky to balance.
The way I've set it out means that not hitting the right damage type doesn't impact your ability to heal and mitigate that damage, it only affects your job mechanic, so it won't negatively impact your party if you mes up, it's just about job optimisation.
The way I've set it up, Protect is more tailored towards trash pulls, not only is the damage mostly physical, but the damage reduction is more likely to be effective. Whereas Shell’s shield will be consumed by sufficient damage and so it suits bigger boss attacks more, which are more likely to be magic.
These changes don't really buff SCH at all, they buff Selene as an alternative to Eos, but if she's still not superior to Eos (and without all of Eos's AoE healing that's definitely a concern) then SCH as a whole isn't buffed. But it does mean that a WHM/SCH combo is more effective in terms of buffs/debuffs, as the WHMs superior regens will make Eos's healing less crucial.
Throw an AST into the mix and Eos becomes the better choice due to buff/debuff overlap, and then SCH is no better than it currently is.
Arguable.
While some jobs, really only NIN, are negatively effected by speed buffs, extra speed unequivocally results in extra DPS. MCH and SMN may also have their rotations affected by speed, but this can be adjusted to.
The reason why a lot of jobs don't like melding speed is because it doesn't compare to Crit or Det which you're trading it against, but free speed is still a bonus.
For example, if increasing your speed by 10% means you clip your GCDs by 10%... then that's just no net gain, it's not a hindrance at all, you're just back to square one. It's only a loss in the context where you could have had a flat potency boost instead of that superfluous speed increase. But there are many cases where that speed increase won't be negated by clipping, and plenty of jobs or even portions of jobs that will benefit from it.
Completely disagree with MP. With MP and TP merging, MP management is likely to become more important, and important for a lot more jobs.
Speed and MP buffs should go hand in hand, because the main drawback for extra speed is consuming more resources, which is why WHM gets the speed and MP buffs, which also symbolically mesh well with wind and water elements.
I don't think so.
You're always going to have to have something to differentiate healers, and due to the nature of simply having differences, perfect balance can never be achieved.
Tanks have OT/MT. DPS have varying degrees of selfishness or utility.
Healers currently have shields and regens, which is too restrictive, but my suggestions puts shields and regens on the backburner (as all healers will have access to both) and puts buffs/debuffs at the forefront.
There are a much wider range of ways to differentiate and balance buffs and debuffs, much like DPS and their utility.
This is the main paradigm shift I've aimed fro with these suggestions, regardless of nuance. This overarching philosophy is what I've tried to use to achieve a better system to balance.
But everyone saying WHM still gets the short end of the stick in this, absolutely right. I've tried to give it more, and giving it more mitigation (and oGCD at than) and some buffs is definitely a step in the right direct I think, but perhaps not enough.
But anyway, this is entirely theoretical, because recent leaks suggest that they've simplified lilies considerably, turning them into a flat potency increase kinda like Greased Lightning.

Reply With Quote

