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  1. #30
    Player
    Shougun's Avatar
    Join Date
    Jan 2012
    Location
    Ul'dah
    Posts
    9,431
    Character
    Wubrant Drakesbane
    World
    Balmung
    Main Class
    Fisher Lv 90
    Quote Originally Posted by Melichoir View Post
    I think these are fun ideas to tinker around with. Expanding the scope of how current skills operate or interact might help make it more interesting, particularly if you start creating player judgement situations where theres either risk reward or trades.
    Yee and I think it would help that we don't gain too many buttons to do it (saving it for healing and trying to avoid button bloat, technically none were added in the pustule example), since I think people's controllers and keyboards are going to start to buckle to the pressure lol. "Keys I've never used before are getting touched, they don't like it SE they don't - save my keyboard!!" :P

    That's what I was hoping for from the pustule concept, the whole engagement of using different spells you'd normally not use based on situation, gaining more positional awareness in the trash packs, and a general sense of questions vs "just use it on cd". Like if we gave a healer a new spell every 30 seconds that did damage, the question is "can I use it?" and if yes then you use it. But here, hopefully lol, the question would far more thoughtful, how many are up, where am I standing, whats the time remaining, did outbreak trigger? Yet you didn't have any new spells to bother with, just using more of the kit and more particularly more "different parts" of the kit depending on the situation presented.

    Quote Originally Posted by Melichoir View Post

    To quickly touch on the "More heal intensive fights", to be clear with what I was talking about, Im not suggesting that healers only heal. I expect there to be down times where healers contribute to damage dealt. But having hte fights a bit more healer intensive OR more mechanically demanding so that there is less emphasis on 'downtime' where you will notice your dps usage and its limited options.

    To go from
    Broil>Broil>Broil>Broil some more> dot/RuinII with Energy Drain, some more broil, Adlo or Lustrate, back to Broil, etc

    to

    Broil>Adlo>broil>Broil> Lustrate> Ruin II> Lustrate> Bio>EDrain>Broil> Adlo>Succor> etc.

    You jam in Broil, Bio, etc when you can and healing when necessary. I know Im not using like 90% of the skills but Im just trying to illustrate that increasing the healing load and incorporating mechanics which prevent you from sitting there and straight casting Broil would probably help mitigate against how boring it is to play the class. Heck, some of these things can be spruced up by having bosses cast mini tank busters. Busters that do % based damage that can be mitigated by shields/CDs, or have the boss do raid buster followed by tank buster followed by raid buster at a point where you cant LB3 it. I am obviously not a genius at encounter design, but there's a lot they can do to modify difficulty without overhauling every last aspect if people are willing to go for a different play style. If all healers want to do at the end of the day is manage dps skills and toss in heals or let their fairy do that work, then this wont work.

    If they wanted to add more to the DPS (which I think is the wrong direction IMO but oh well - devs choices), then I would say it should not be by adding in the old skills but by adding complexity to how damage is dealt. Possibly up management of the fairy so that it does have DPS some skills attached to your gauge or where your fairy deals damage for you so itd be more optimal for a burst window for you to use healing while your fairy damages for you. Im more opposed to "put a dot on here, use an oGCD on CD there and bam - thats complex and engaging!", and that for the sake of class identity, if were gonna debate about that AST is about using cards to buff and RNG matters, then it would also be appropriate to say that SCH needs more fairy management, and not damage skills.
    Yeah sorry if you felt like I was addressing you directly on the heal more, I was just talking in a general sense that we can lean more into healing but if we go too hard I think we'd create some really tough dungeons on accident (because it would increase the bar of responsibility lol). Compounded by that fact everyone likes to mass pull haha. Just that people would riot hard if we went from doing mass pulls fairly often to frequently getting groups of people that couldn't mass pull and sometimes even have trouble making it past the first trash because the game was tuned to the tank and healer doing their job well. I know that's probably a bit sad sounding, but just how I feel it would negatively have an impact on the game if we went too tuned to "are both you and your healing/tank partner using cd frequently? no? you're now dead". Now of course you can do that more for harder content, especially savage / ultimate but I just imagine most people don't do that so I just talk like we're discussing normal dungeons lol.

    Also to be clear I didn't want to suggest that's what you meant. There is clearly room between going 1 mile an hour to going over 9,000 miles an hour, so we could lean more into heals being important just that I felt having an interactive damage section could also be fun and important since going too hard into heals could cause a lot of issues (which is what I was trying to do without adding any new spells ).
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    Last edited by Shougun; 10-03-2019 at 03:31 AM.