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  1. #21
    Player
    QooEr's Avatar
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    Oct 2016
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    835
    Character
    Qoo Er
    World
    Sargatanas
    Main Class
    Astrologian Lv 90
    you also could micromanage embrace before 5.0, so choosing who the fairy heals is less copied from sage and more restoring schs gutted ability #9847383
    (6)

  2. #22
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Archwizard View Post
    Snip
    As I said, I don't agree with everything that he suggests but felt that they'd be useful for discussing potential ideas for reform. While the SCH video is more controversial than the WHM one, not every idea was a direct rip from SGE either, such as lowering the level we acquire the Fairy Gauge and making it a more intricate part of SCH's healing toolkit, which would be at least an avenue of differentiating SCH and SGE's healing methodologies.

    Personally, I'd go along with the Fairy Gauge being lowered to level 10 and being directly tied in with the Fairy Healing abilities so Whispering Dawn, Fey Illumination and Fey Blessing all use Gauge. It would start at 100 gauge at the start of every instance but not deplete itself upon death. Each ability would cost 20 Gauge and Aetherflow abilities would still build up the gauge as it currently does.

    Eos and Selene would be split again and have the following changes.
    1. Whispering Dawn on both would remain a regen abilities but with a slight variance between the 2, namely that Eos would have a higher potency but Selene's would last longer. Let's increase the potency of Whispering Dawn to 120 potency on Eos for 15s and for Selene, 75 potency for 24s. It would still heal for a total of 600 potency but depending on the fight, one might be better than the other in certain scenarios.
    2. Fey Covenant would make a return, being Selene's answer to Fey Illumination, acting as a mirror of the skill providing 10% Damage mitigation and 5% healing magic potency.
    3. Fey Blessing would remain a heal for Eos but be changed into a shield effect for Selene.

    Seraph would be a combination of the 2 fairies and would work like this.
    1. The Fairy Gauge is automatically changed into the Seraph Gauge that starts off at 100 while she's out. This is to prevent any gauge use prior to her summoning from interfering with Seraph's overall potency, with only the CD's of the abilities being the only deterrent, much like how it currently works with Seraph and her skills.
    2. Angel's Whisper would have a potency of 110 for 18s. This would mean that Seraph would heal for a total potency of 660, making her slightly stronger than both Eos and Selene in terms of healing potency taking their ideas of a stronger upfront heal and longer duration to make herself more potent.
    3. Seraph Illumination would provide 10% Mitigation and Healing potency, combining the 2 traits of the individual fairies and once again improving upon it
    4. Consultation will now take over Fey Blessing's spot and would be functionally unchanged since it already functions as a merged version of Fey Blessing already.

    To work with this new system, Dissipation would now provide 30 Fairy Gauge upon execution, reduce the CD of Fairy Skills by 20s and still provide the Heal potency boost but would no longer provide Aetherflow.

    Edit: I forgot about Aetherpact. So, for Aetherpact, I think the video's idea of tethering the fairy to a target would work as an 18s oGCD but instead of it being your current fairy, have it summon the other fairy to tether to the target to spam Embrace on them while your original fairy is unburdened by the tether and thus can continue to utilize her own skills during its duration. This removes the clunkiness of having to stop the tether to utilize your other fairy abilities while retaining its function as an increase to healing on a specific target, assuming both fairies target the individual. The only downside to this is that since it can no longer be stopped on will, it would lose that level of flexibility that it currently has but I think it might be for the best.
    (2)
    Last edited by Silver-Strider; 01-26-2022 at 10:22 PM.

  3. #23
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ty_taurus View Post
    With the way the game is designed, the only way to incentivize GCD healing is to reward well-timed GCD healing with as much, if not more, DPS than just mashing your nuke. The simplest, and generally balanced way of handling this for barriers is to reward when your barrier breaks,
    I think that's still a restrictive way of thinking about barrier healing, though.

    Even in the case of DRK and SGE, while they both use the "break the barrier to get a resource" system, their relationships to barrier application are different. Because TBN is significantly shorter in duration and meatier in potency than Adlo or E.Diag, DRK has to time theirs for a period when they know the barrier will be broken. By contrast, SGE's barriers have no such limitation owing to their longer duration, and can (and at the moment, should) be precast during downtime, while being weak enough on their own that they're essentially throwaway barriers.
    Because TBN's reward is just a refund of its cost, DRK uses it as a barrier first and a resource second; because SGE has to use the barrier in order to get Addersting (or use Pepsis), it's a resource first and a barrier second.

    But SCH has no such restriction at the moment, and even in the kit as proposed in the video, required adding (or returning) elements to their kit to facilitate a "break barrier to get a resource" system.
    What if instead, for instance, SCH was rewarded for the application of the barrier rather than its consumption? For instance, maybe striking the barrier could cause additional damage to targets afflicted with SCH's DoT effects, or even be used to spread them to anyone hitting it.
    Or what if it took a page out of DRK's book and focused on the actual timing of the barrier? For instance, having the barrier get a very brief window of greater effect on activation, like a couple seconds of mitigation or a deteriorating extra barrier on top.
    Remember, SCH is supposed to be a tactician and already has stronger barrier heals than SGE, so for them, even having barriers should be a part of a particular stratagem.

    There's all sorts of ways to give SCH an impactful relationship with its barriers without just copy-pasting SGE's reward system on a different ability.
    (1)
    Last edited by Archwizard; 01-26-2022 at 03:53 PM.

  4. #24
    Player
    RinaShinomiya's Avatar
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    Aug 2019
    Location
    Gridania
    Posts
    308
    Character
    Catherine Shinomiya
    World
    Lich
    Main Class
    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    Plus he also claims not to have any idea why the devs are "so against" a DoT-oriented job, when they're gone on record about DoTs being resource intensive and confusing/boring for players to manage, in addition to the feedback received when they tried to make Ruin dependent on DoTs to encourage interaction. I feel it would be harder to make this one land compared to his WHM revamp.
    So it's better to make a job that has 1 dot which you migjt constantly forget to reapply because how useless it is outside the DPS than to give it any kind of interactivity that makes you think about it all the time?

    Besides we need context here to what jobs are being talked about. I dont find BLM or BRD dots boring for example, i do find Healer dots boring however. Because its just a button i press every 30s that doesnt interact with the rest of my kit, or itself like thundercloud does.
    (2)

  5. #25
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
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    A café at the edge of the universe
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    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by RinaShinomiya View Post
    So it's better to make a job that has 1 dot which you migjt constantly forget to reapply because how useless it is outside the DPS than to give it any kind of interactivity that makes you think about it all the time?
    I mean if it were up to me, I'm absolutely for DoT interactions, but I would agree that a "quantity over quality" approach isn't necessary to achieve that. As you noted, BLM is an example of interactivity being possible with just one DoT.
    But in the examples you named, the DoTs themselves actually do something to benefit the caster, whereas things like Tri-Disaster/"Toxify" and Bane only provide tools to ease applying them.

    Honestly I'm not actually sure what the fascination SCHs have with regaining Miasma is. A potency bump to Biolysis achieves the same effect, without spending multiple GCDs on application.
    Unless it's all a pretense to reclaim Bane, I suppose, in which case I suppose I can't blame them.
    (1)

  6. #26
    Player
    Silver-Strider's Avatar
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    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Archwizard View Post
    I mean if it were up to me, I'm absolutely for DoT interactions, but I would agree that a "quantity over quality" approach isn't necessary to achieve that. As you noted, BLM is an example of interactivity being possible with just one DoT.
    But in the examples you named, the DoTs themselves actually do something to benefit the caster, whereas things like Tri-Disaster/"Toxify" and Bane only provide tools to ease applying them.

    Honestly I'm not actually sure what the fascination SCHs have with regaining Miasma is. A potency bump to Biolysis achieves the same effect, without spending multiple GCDs on application.
    Unless it's all a pretense to reclaim Bane, I suppose, in which case I suppose I can't blame them.
    At minimum, I would like for all healers to get an AoE DoT to go alongside their AoE nuke, even if the AoE DoT and ST DoT couldn't stack. I can only Art of Floor so often before being bored and I would like something else to break the monotony of it.
    (4)

  7. #27
    Player
    RinaShinomiya's Avatar
    Join Date
    Aug 2019
    Location
    Gridania
    Posts
    308
    Character
    Catherine Shinomiya
    World
    Lich
    Main Class
    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    I mean if it were up to me, I'm absolutely for DoT interactions, but I would agree that a "quantity over quality" approach isn't necessary to achieve that. As you noted, BLM is an example of interactivity being possible with just one DoT.
    But in the examples you named, the DoTs themselves actually do something to benefit the caster, whereas things like Tri-Disaster/"Toxify" and Bane only provide tools to ease applying them.

    Honestly I'm not actually sure what the fascination SCHs have with regaining Miasma is. A potency bump to Biolysis achieves the same effect, without spending multiple GCDs on application.
    Unless it's all a pretense to reclaim Bane, I suppose, in which case I suppose I can't blame them.
    Ideally i'd overhaul scholar to play similarl to BRD, where tacticts skills proc off of dots like Bards Songs. Its just a general idea i had
    (5)

  8. #28
    Player
    Axxion's Avatar
    Join Date
    Dec 2015
    Posts
    953
    Character
    Equinox Axxion
    World
    Behemoth
    Main Class
    Summoner Lv 100
    From the videos, i do like the ideas. It will keep them more engaging, which I do yearn to have.
    (1)
    for a year, would you rather be secretly filmed at random moments and have the footage uploaded to your social media or loose $100 when ever you said a curse word?

  9. #29
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Having watched both videos, honestly, I like the ideas. It'd probably even have me switch be to SCH after abandoning it in 5.0.

    It feels like they'd take into account difficulty & learning curves, have abilities synergize better, get rid of some of the bloat, make downtime a little more engaging, get a better use of your kits, deals with some general complaints & QoL all that while making WHM less bland and giving it more value beyond "purest healer" and it gives SCH some of its identity back and further differentiates it from SGE. And all the while not adding extra buttons to your crossbars (as like me, he's a controller player)

    I don't know how it stacks up against balance (which can be tweaked), but I think the ideas and principles presented I think would improvement my gameplay experience with both jobs and respects the game's design and the needs to satisfy experienced players and inexperienced players.
    (7)

  10. #30
    Player
    Saefinn's Avatar
    Join Date
    Aug 2013
    Posts
    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    So, while I agree with almost everything he's saying in the WHM video, I do have more concerns about his take on SCH.

    Largely, the longer I was listening to it, I got more of the impression that he wasn't "inspired" by SGE so much as... lifting ideas from it wholesale, having SCH reflect the same general relationship with regards to its healing effects (like having Eos bind to a target a la Kardia) and barriers (being rewarded with additional damage when your Adloquium barriers are consumed a la Addersting).
    I'm sure he means well and I agree it would be an improvement... but I would rather SCH and SGE have distinctive styles of healing between them, besides just resource management.

    Plus he also claims not to have any idea why the devs are "so against" a DoT-oriented job, when they're gone on record about DoTs being resource intensive and confusing/boring for players to manage, in addition to the feedback received when they tried to make Ruin dependent on DoTs to encourage interaction. I feel it would be harder to make this one land compared to his WHM revamp.
    The barrier breaking I realise is stepping on SGE's toes a little in terms of it being a shared thing, it's a hard one for a SGE to complain about when the majority of SGE's kit is lifted from SCH, but I can see the argument from the perspective we're trying to avoid homogenisation. I think some overlap is fine, and you can take the same ideas and do them differently to give a different feel and have a job interact with them differently. But I think the good idea that SGE has presented is that you can incentivize GCD use with a DPS benefit, though SGE technically isn't there yet because Toxicon is usually DPS neutral or a DPS loss...but the idea is there.

    With the DoT mage aspect. I don't really understand why there's people who allegedly struggle with the concept of DoT management, BRD is still dependent on it, SMN always relied on it and IMO it was fine when SCH had it. And it's a case of "is that DoT up? No? Then put it up."

    And I don't see an issue with a difficulty curve existing, some jobs are harder to learn than others and it's fine. My general experience of people new to healing or trying it out for the first time their attitude when they struggle is normally "how do I get better?" and not "this should be easier" regardless of whether we can label them as "casual" or "hardcore". With SCH the fortunate thing is, DoT's aren't even a core part of their role, so people have plenty of room to mess it up without it being detrimental because by the time they get to content where it would be...they'd be skilled enough to handle it.
    (3)

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