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  1. #1
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    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 ItsUrBoi View Post
    Many posts talk about Sole Survivor being useless in today's game, and that's true, but I did post a long while back a possible solution.

    Sole Survivor, 90s CD, 15 second duration.
    ->Marks yourself with the Sole Survivor effect.
    ->Sole Survivor effect: Compiles all of received and dealt damage. When the effect expires, you heal and gain blood according to the compiled amount. Pressing the ability again ends the effect early.
    So a personal Macrocosmos, okay.

    I mean on the one hand... provided that it actually accounts for damage taken while barriers are active then it's a distinct "maybe", though our current heavy emphasis on mitigation does interfere with that slightly. It would fit nicely with my old suggestion for Living Dead to instantly max out your health and give invuln but drain a percentage of health over time. (I know LD's passed discussion now but I have a hunch the current iteration is a holdover for next expansion.)

    On the other, as Briar said it's definitely not Sole Survivor in the slightest, and I'd be on the fence about it fitting DRK's themes since it's arguably still "free" healing (though you could argue it's your own health paid as the price for... your own health).
    I'd also worry about it generating Blood since that means your damage output depends on you triggering its maximum effect every time it comes off CD.
    (1)
    Last edited by Archwizard; 07-25-2022 at 10:22 AM.

  2. #2
    Player
    ItsUrBoi's Avatar
    Join Date
    Nov 2021
    Posts
    150
    Character
    Scuffed Guts
    World
    Spriggan
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Archwizard View Post
    So a personal Macrocosmos, okay.

    I mean on the one hand... provided that it actually accounts for damage taken while barriers are active then it's a distinct "maybe", though our current heavy emphasis on mitigation does interfere with that slightly. It would fit nicely with my old suggestion for Living Dead to instantly max out your health and give invuln but drain a percentage of health over time. (I know LD's passed discussion now but I have a hunch the current iteration is a holdover for next expansion.)

    On the other, as Briar said it's definitely not Sole Survivor in the slightest, and I'd be on the fence about it fitting DRK's themes since it's arguably still "free" healing (though you could argue it's your own health paid as the price for... your own health).
    I'd also worry about it generating Blood since that means your damage output depends on you triggering its maximum effect every time it comes off CD.
    Then allow me to provide a more comprehensive ability, the last post I had was mostly written quickly - I gave it more thought this time however.

    Sole Survivor 60 sec cooldown, 10 second duration
    ->Grants you the Sole Survivor effect.
    ->Sole Survivor effect: compiles all damage mitigated and shielded. At the end of the duration heals you for 75% of the compiled amount instantly + 25% of the compiled amount over 12 seconds. Ending the effect early is possible upon pressing again.

    And one more thing I kind of felt like is needed, to give these 2 abilities some uniqueness/flavor/identity.
    ->Dark Missionary: reduces magic damage taken by 10%, and grants the Missionary buff to all party members.
    ->Missionary effect: dealing damage with any action heals you for 75 potency, lasting for 15 seconds.

    ->Heart of Light: reduces magic damage taken by 10%, and grants the Light buff to all party members.
    ->Light effect: grants a regeneration effect for 15 seconds, with a potency of 60.


    Oh and please give Dark Missionary at 70. Its a pain to play it in UWU/UCOB... If you are all in for homogenization, at least go all the way with it since the job feels powerless in that content to help the party. Identity can be placed in small differences like the one above.
    (3)
    Last edited by ItsUrBoi; 07-25-2022 at 08:28 PM.

  3. #3
    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 ItsUrBoi View Post
    Then allow me to provide a more comprehensive ability, the last post I had was mostly written quickly - I gave it more thought this time however.

    Sole Survivor 60 sec cooldown, 10 second duration
    ->Grants you the Sole Survivor effect.
    ->Sole Survivor effect: compiles all damage mitigated and shielded. At the end of the duration heals you for 75% of the compiled amount instantly + 25% of the compiled amount over 12 seconds. Ending the effect early is possible upon pressing again.
    While it's more specific, I would once again note that it's still a sense of "free" healing, and in practice is Equilibrium on steroids.

    And one more thing I kind of felt like is needed, to give these 2 abilities some uniqueness/flavor/identity.
    ->Dark Missionary: reduces magic damage taken by 10%, and grants the Missionary buff to all party members.
    ->Missionary effect: dealing damage with any action heals you for 75 potency, lasting for 15 seconds.

    ->Heart of Light: reduces magic damage taken by 10%, and grants the Light buff to all party members.
    ->Light effect: grants a regeneration effect for 15 seconds, with a potency of 60.
    I've suggested similar before, so I'm all for it. I would say swap the Missionary effect to a low percentage of damage output though a la Bloodbath, since "75 potency per damaging action" can be wildly different between any two jobs of varying attack speeds, such as BLM versus NIN.
    (0)

  4. #4
    Player RyuDragnier's Avatar
    Join Date
    Oct 2013
    Location
    New Gridania
    Posts
    5,465
    Character
    Hayk Farsight
    World
    Exodus
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Archwizard View Post
    While it's more specific, I would once again note that it's still a sense of "free" healing, and in practice is Equilibrium on steroids.
    Now you know that's hyperbole, nothing will ever be stronger than Equilibrium seeing as it's in total a 2,200 cure potency heal (no other heal in the game matches it in cure potency).
    (0)

  5. #5
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
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    A café at the edge of the universe
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    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by RyuDragnier View Post
    Now you know that's hyperbole, nothing will ever be stronger than Equilibrium seeing as it's in total a 2,200 cure potency heal (no other heal in the game matches it in cure potency).
    "Nothing will ever be stronger than Equilibrium", huh?

    2200 potency is about 45-50% of your HP, true. Except that what he described is 100% of all damage sustained while it's active, including barrier and mitigation effects. 75% of which is given instantly, compared to Equilibrium's 55%.

    If you take more than half your health in raw damage in a 10 sec period, it's overall a greater heal with upward scaling -- and between tankbusters, Savage autoattacks, W2W, and the raw 25% of your HP you're given by TBN already, that's not hard to do. Hell, how many bosses have "set HP to 1" mechanics?

    As it currently stands, we have Living Dead making it impossible to reduce us below 1HP. With "Sole Survivor" as described, you could pop it and get potentially another instant 100% heal with a HoT after. All of which is immune to Healing Potency reduction, all on a 1 min CD.

    And you're saying that will never be stronger than Equilibrium.
    (0)
    Last edited by Archwizard; 07-27-2022 at 11:39 AM.