Time was the resource it was looking at and mostly from a overarching "when I play this job what is expected of me" stance for that particular sentence.
Ugh this is where my wishful thinking shows because I still fall into the trap of thinking that the oGCD on heals is to make it a better emergence heal so you can panic and hit it without having to think about the consequences on your GCD time. But as a consequence of the power of those oGCDs relative to the GCDs they can often replace the need for GCDs in a particular heal check and then its just a matter of is the cooldown of in time for the next one and can you stagger your oGCDs so cover all of the heal checks.
Oh my primals. Suddenly I realize I have not played WHM since Stormblood and lilies aren't actually generated by abilities anymore so scratch the lily generation ideas for now, I goofed big on that. That said:
- scratch my lilies ideas, I need to rethink them
- you're right but that's because of the scuffed damage centric paradigm this game has. If rng is the problem make it stacks. Try things dang it. I feel like the devs are too afraid to experiment with minor mechanical tweaks and wait until there is a build up before doing a sweeping rework.
- Downtime is already punished under the ABC mentality. The purpose of this is luring players who aren't into always casting with rewards and give more to those who are.
- this speaks more to the need for the mp cost reduction for WHM than anything else. if they won't give WHM actually bigger heals they should at least give them bigger heals per MP.
- What option? I don't recall a free AoE heal unless you mean free from costing damage
- what were you using those for? healing or dmg? at a certain point the fact that you have to make a choice isn't actually a bad thing.
- ^
- That's either a dot you cast twice a minute or an AoE. what is the lost? the AoE is worth more than Glare on 3+ targets anyways and that dot should have higher priority for dps over a glare. Again I don't think its a bad thing if you have to make a choice.
- Button bloat is an excuse the devs use all the time I was trying to avoid that. I am beginning to understand that because oGCDs CAN be woven after a cast that has been taken by players as it should be so I shouldn't count oGCDs as free of GCD consequences but rather requiring a GCD to be rolling to be optimal. My mistake. I guess you could drop the oGCD part and see how that shakes.
The numbers and fine tuning of all the mechanics SHOULD be up for grabs and subject to change I honestly don't care about the specific numbers without the ability to test feel. The core of what I'm going for is that I think the devs should consider adding a reward for auxiliary behavior that ties into core behavior so that the auxiliary feels better to do beyond the "yay I am contributing damage because I hit my damage button". I realize that sounds a tad shallow but I swapped from WHM to AST in Stormblood (when I was but a whee healer that only healed until I became bored while nobodies health dropped) because I was tired just casting Stone and the Cards gave me something I could do that rewarded me for learning about the game like what cards did for other jobs. If casting stone gave me something for whenever I had to go back to healing it would have felt less like I was casting it just to not be bored.
You're right, in the end, that all this revolves around a scuffed approach to combat design. The impression the devs have been giving is that they don't want new healers to be too stressed so that more people will pick up healing. The problem is the only thing that stresses me during a fight is when I am new and don't know what the damage profile is but the damage is almost always either deadly so I can't solve that with healing or so low I can solve it in 1-2 GCD. As you learn the fights you get better, sure, but I so infrequently see the same dungeon fight that I rarely memorize any given fight. If they don't want to stress me they shouldn't always drop hp bars below 30% for dramatic effect, giving me a heart attack because I can't tell if we scuffed a mechanic or not.
The devs need to stop designing combat for healers like a bad haunted house, relying on cheap jump-scares that mean nothing after the first few times through.


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