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  1. #41
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    Archwizard's Avatar
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    Archwizard Drake
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    Quote Originally Posted by ty_taurus View Post
    Speaking on this SGE concept since it's the healer I care the most about, this solution resolves approximately 0 of SGE's issues. SGE does not have a difficult time healing. It doesn't need to a ton of additional healing buffs, it needs to have gameplay.
    And I get that, but the thing I was focused on was changing the use-cases of its spells to improve its gameplay, rather than just "buff SGE's healing for buffs' sake".
    It just happens that "changing the use-cases" usually means adding incentives to certain interactions or particular situations. Considering SGE's central conceit is augmenting their own spellcasts, this kind of synergy is... actually fitting for the job.
    You don't need to change the use-cases of its attacks generally (particularly since it presently has the most diverse rotation compared to other healers, not to say that it can't be expanded), except maybe Toxikon as you've latched onto.

    Diagnosis, Prognosis and Physick are widely considered to be absolutely useless wastes of buttons. For SGE though, the fact that they're changed with Eukrasia means they're here to stay, not something you can just upgrade from Physick to Adloquium. Ostensibly they exist for when the barrier is already active and you need a more efficient form of healing; I just suggested literalizing that, which also gives you something to use when you're doubled-up on barrier healers.

    The Eukrasian Diagnosis thing? QoL. When I'm playing SGE or SCH, I always try to get a crit barrier onto the tank pre-pull. Sometimes that doesn't happen because RNG isn't in my favor so I'll cast it 5 times to no avail, but it's also the majority of the time I spend actually casting E. Diag (and the majority of MP wasted in wall-to-walls).
    As for the proc, presently SCH has Recitation to force a crit barrier. We don't have anything like that, so the ability to stock up a crit heal in advance would balance that out without having to hard copy it.

    Soterion has extremely limited uptime, and if you actually end up casting anything besides an attack that procs Kardion, you could end up losing the effect before using them all. This means you can actually use those stacks, and it also gives you a benefit of mixing in a Synastry-like effect in the odd case you need to panic heal (which is actually SGE's major weakness as a healer), or duo heal (thereby capitalizing on Kardion's ability to let you multitask).
    Plus, Soterion amounts to barely more than a Diagnosis... over 10 seconds. Barely more than our other HoTs either, which are AoEs. I don't think anybody will argue if you were to say Soterion needs a buff.

    Phlegma... is a personal indulgence. It's partly because I've seen threads about being trying to match every healer's AoEs up to Holy, which I personally disagree with because that just invites homogeny and most forms of CC aren't equal anyway, so I think each one could use some unique flavor for AoE phases (like the Spikes effect I suggested for SCH).
    Not to mention that Kardion is presently an extremely underutilized healing tool in terms of SGE's design (every attack has its own potency to proc it... but the potency is always the same?), particularly since healing requirements are higher during W2W. If the devs won't turn every Dyskrasia into a Nascent Flash pop (which, fair), we might be able to meet in the middle with a more limited ability like Phlegma.

    Sorry you hate the place Toxikon is in right now, but this is an attempt to resolve it as it is. The devs wanted to experiment with a new means of getting an instant damage tool besides literally copying Ruin II or Aero, and considering how many instant non- or light-damage tools are already at SGE's disposal I can't blame them for coming up with this.
    While I like the idea of "use barrier to generate a counterattack," it isn't realistic for most content. There's no way to design it to be useful just for counterattacking tankbusters without accounting for the fact that nearly every autoattack in Savage basically is one. If Toxikon is a damage boost to fish for then you end up with a system where SGE is just spamming barriers on the tank until its MP runs out.
    So yes, I agree with the suggestion of Rhizomata as a means to generate Toxikon because we actually do need a means to generate more charges without incurring a damage loss. I don't think it "destroys Rhizomata as a healing resource", dunno where you get that from, especially with Toxikon presently being damage neutral.
    (1)
    Last edited by Archwizard; 11-03-2022 at 03:18 PM.

  2. #42
    Player
    ty_taurus's Avatar
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    Noah Orih
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    The adjustments to really bad GCD healing getting a potency buff on targets with barriers is fine. It creates a bigger safety net for inexperienced players. They're still buttons most players will almost never press at all. I'm not saying it's a problem or anything, I'm just saying it fails to address the issues with SGE's design, which is currently that it is a total failure at being an "offensive healer." You can plant all the flowers around the house that you want, but when the house is rotting from the inside out, it's still not a livable environment.
    (0)

  3. #43
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    Archwizard's Avatar
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    Archwizard Drake
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    Quote Originally Posted by ty_taurus View Post
    The adjustments to really bad GCD healing getting a potency buff on targets with barriers is fine. It creates a bigger safety net for inexperienced players. They're still buttons most players will almost never press at all. I'm not saying it's a problem or anything, I'm just saying it fails to address the issues with SGE's design, which is currently that it is a total failure at being an "offensive healer." You can plant all the flowers around the house that you want, but when the house is rotting from the inside out, it's still not a livable environment.
    Let's not hyperbolize here.
    Yes, the job could use more bells and whistles to be a true "offensive healer" (though you came out swinging against the essential "healer" part of it).
    No, I wouldn't describe it as "rotting from the inside out" just because Toxikon and Pneuma aren't a damage gain.
    (1)

  4. #44
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    fulminating's Avatar
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    Wind-up Everyone
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    Arcanist Lv 52
    How about “scholar is a better totem healer than sage an offensive one”?

    There is a point to be made that sage’s identity should be at its strongest during the expansion where it’s introduced, and yet it seems halfhearted almost. This could just be to do with the extreme homogeneity of the healer identity and how fit for purpose it isn’t.
    (4)

  5. #45
    Player
    ty_taurus's Avatar
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    Noah Orih
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    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    Let's not hyperbolize here.
    Yes, the job could use more bells and whistles to be a true "offensive healer" (though you came out swinging against the essential "healer" part of it).
    No, I wouldn't describe it as "rotting from the inside out" just because Toxikon and Pneuma aren't a damage gain.
    Who said anything about Pneuma? And I genuinely am not being hyperbolic. SGE is not well designed at all. In terms of healing output, it's already doing a great job. It offers the greatest amount of mitigation, offers a lot of OGCD healing, Zoe + Pneuma is a fantastic burst heal.

    There are QoL improvements you can make to the healing side of its gameplay, and I do genuinely think having the vanilla GCD heals having a higher potency on targets with barriers is a good safety net tool for SGE. I'm not saying those are bad buffs, it's just that they aren't addressing the problem. It's like when they buffed WAR's Tomahawk. Sure, your ranged button deals a little more damage. Awesome. Was it a quaint little QoL buff? Sure. Is it hurting WAR in any way? Nope. Did that address any of WAR's potency issues? Not at all.

    The same is true here: buffing all these methods of healing is fine, it's just not doing anything to address what makes SGE unfun to play as, nor is it actively improving SGE's general healing capabilities. SGE's core tools for healing are Kerachole, Ixochole, Taurochole, Druochole, Physis II, Holos, Haima, Panhaima, Pneuma, and Kardia. Making the GCD healing of SGE stronger when it hates its GCD heals and will find any and all excuses to avoid it like the plague isn't going to improve its overall experience. We could stand to buff less powerful buttons. A common alternative suggestion for Soteria is making it apply your Kardia heal to the entire party rather than increasing the Kardia heal on your target by 70%. That would be a more worthwhile improvement if you're looking to make SGE better at healing. The Phlegma concept is neat, but it really only applies to dungeon trash, which SGE is already the most effective healer at handling.
    (1)

  6. #46
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    ForsakenRoe's Avatar
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    Samantha Redgrayve
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    Zodiark
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    Sage Lv 100
    I think for Sage (well, every healer, but Sage in this example) the issue is a massive disconnect between the identity pitched to us and how it actually plays. Look at this (screenshotted from a Larryzaur vid hence the quality)



    This is the Reaper slide, explaining a quick 'ooh get hyped this is what it does' overview of the class's design and identity. Does it wield a scythe for 'dynamic close quarters combat'? Well, 'dynamic' can be debated, but I'd say there's a certain fluidity to the expert use of Hell's Regress to dodge an AOE, followed by the teleport to get back in and keep uptime, so yeh I'd say it's 'dynamic'. Does it call upon an avatar to aid in combat? Yes, every time you get 50 Red Gauge you can summon the boi to hit the enemy. Can you offer your body and become a host for the avatar? Yes, it's the burst window and it makes you very fast, giving you the feeling you're getting a power increase from the fusion.

    Contrast this with the Sage slide, which looks like this:



    So the first point is fair, you heal and barrier allies in battle, that's its role. 'Uses aether to manipulate Nouliths in battle' is just a description of 'it uses floaty gundam thingys as a weapon', but I suppose RPR had 'uses a scythe' so I'll let it slide. The main point of contention I have is the 3rd point. 'Able to temporarily augment their own magic abilities'. Let's break this down, in the way I interpret it vs how it plays in game. Of course, other people may interpret this differently and therefore come to a different conclusion, but this is my reading of it and thereby an explanation of 'why I think Sage really didn't hit the mark' identitywise.

    There's two main parts to it, 'temporarily' and 'augment magic abilities'. When I read 'temporarily', I think of either a duration, or a number of times (with stacks of a buff, eg Bunshin). I don't think 'the next ability, and only for one single cast'. As it stands, Eukrasia might as well be called Sage Arts or Bile Arts or whatever, because that's what it is really: a button you press before your actual button, to modify it's function in some way. Consider this, if we were to replace Diagnosis and Prognosis with their Eukrasian equivalents (and deleted the basic forms), and replaced Eukrasia with Eukrasian Dosis (so the DOT is a standalone button, not accessed via Eukrasia), what changes? In my view, absolutely nothing. We're already avoiding Diagnosis and Prognosis like the plague (heh doctor pun), so it'd just make the class have hotbars the same as every other healer, one nuke and one DOT. In this sense, Eukrasia kinda... doesn't do much new designwise, it's less a gameplay thing and more a 'how can we save hotbar space' kinda thing. Then there's Zoe, which augments your next heal by 50%. Which you only ever want to use on either E.Prognosis for 'bigger shields but still not as big as SCH lmao' or Pneuma because 900 potency on a 'barrier healer' seems like a good idea for the pure/barrier split.

    And the other half of the issue is 'augments magic abilities'. Okay so we've seen Eukrasia, which 'augments' the heal spells by making them...heal less, but adds a shield on top? Why not have the heal stay the same, and have the shield be a 'additional effect: adds a shield equal to a heal of X potency' type of deal? Would SGE really be super duper broken strong if E.Prognosis healed for 300 like regular Prognosis does, and adds a 'shield equal to 320p heal' on top, or even just 'additional effect: shields for 100% of the amount healed'? Not to mention Dosis, which changes from 'does damage' to 'does damage but over 30s'. Did I miss something, is Eukrasia Greek for 'delays the useful part of the ability so you get it's full use in like 30 seconds'? Zoe's just...there, Pneuma fodder 95% of the time, and 'scuffed Deployment Tactics' the other 5%. There's very little versatility to the skill, because like a lot of skills in this game still for some reason, it only affects GCDs. Can't have it affecting Holos, that'd be too strong right? A 450p heal and 450p shield, at the cost of 2 cooldowns? Well, actually no that seems pretty fair to me, all things considered.

    They get some points, barely, for Soteria and Krasis. Soteria amping the next four Kardia transfers is good, this is the kind of thing I expected when I read the presentation. It's 'temporarily' is indeed temporary, only affecting four shots, but it's more than 'the next one attack'. Krasis is barely scraping by, as it doesn't 'augment your magic abilities' per se, rather it 'augments how well the target receives everyone's healing abilities' but that sounds too picky so I'll let it slide. And with a 10sec duration, it too is a better match with my mental image of 'temporary'. So four augment skills, and out of them only two of them feel (to me) like a proper 'temporary augment' rather than a Dark Arts. Why are there not more variety in augments, and why don't they all have durations? Why not make a playstyle based around juggling these augments VS letting them drop off because of the resource cost to maintain them? I remember seeing someone made a spreadsheet for a healer based on crystals and elements (was around 5.3 so I assume a certain Catboy influenced the idea) but each of the elements had an augmenting effect, like Fire making the Potency stronger, Water converting it to a HOT or DOT, Levin making a swiftcast effect, etc. How about something similar using the four humours, instead of 'SCH without the fairy jank'?

    Sorry if people are a fan of Sage, heck I like the aesthetic and the weapons, and use it for reclears if I have to go Barrier Boi in PF. But it's such a missed opportunity in so many ways. I thought I wouldn't be able to come up with any ideas to spice up it's design on account of it being 'too new'. I'm also super bad with creativity (I went to uni to learn how to program games, designing them was other people's job). Despite this, I made three ideas for Sage to liven up it's rotation, all of them fairly different from one another in gameplay feel (I think). If there's one thing I'll give credit for, it's that Sage is such a copypaste of SCH right now that they can take it in any direction and it'd be fine for it's identity, because atm it's not got one. It's a real blank canvas waiting to be painted on. Question is, are SE going to keep painting in 'White Mage White' and leave the blank canvas looking blank, or will they add other colors to it to make it look like something more than one of those kooky modern art exhibits
    (12)
    Last edited by ForsakenRoe; 11-03-2022 at 06:57 PM.

  7. #47
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    Archwizard's Avatar
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    Quote Originally Posted by ty_taurus View Post
    And I genuinely am not being hyperbolic. SGE is not well designed at all.

    There are QoL improvements you can make to the healing side of its gameplay, and I do genuinely think having the vanilla GCD heals having a higher potency on targets with barriers is a good safety net tool for SGE. I'm not saying those are bad buffs, it's just that they aren't addressing the problem.
    Okay, so what would you suggest? I'm not saying you have to do the devs' job for them, but you obviously have a particular idea of what an "offensive healer" should be that isn't congruous with the existing design of SGE, and might be able to give some direction in that regard.

    And to be clear, I'm not trying to be backhanded, I'm genuinely curious as to your thoughts. Nothing on my suggestion list was "be all, end all" -- after all, I prefaced with spitballing.
    (0)
    Last edited by Archwizard; 11-03-2022 at 11:36 PM.

  8. #48
    Player
    ty_taurus's Avatar
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    Noah Orih
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    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    Okay, so what would you suggest? I'm not saying you have to do the devs' job for them, but you obviously have a particular idea of what an "offensive healer" should be that isn't congruous with the existing design of SGE, and might be able to give some direction in that regard.

    And to be clear, I'm not trying to be backhanded, I'm genuinely curious as to your thoughts. Nothing on my suggestion list was "be all, end all" -- after all, I prefaced with spitballing.
    I've got a full skill list of what I'd do with SGE as well as the other healers over on the echo chamber thread in the first post. This includes a rework to the MP system but could also very easily adjust into the current MP system as well, so I'd not worry too much about the MP costs. Simply put:

    1. Add a new attacking spell on the GCD with a 20 second cooldown and 2 charges that generates 1 Addersgall and 1 Addersting. Addersgall no longer generates passively over time. Instead, every time a Kardia effect occurs, your Kardia gauge increases by 2. When at 50 or greater, your next E. Diagnosis or E. Prognosis grants 1 Addersting. This replaces the barrier breaking aspect currently on E. Diagnosis.

    2. Toxikon II gains a cooldown of 15 seconds. Its potency stays the same, but it now grants 3 stacks of Toxikosis Ready. This can be spent on an OGCD spell called Toxikosis II. Toxikosis II is 110 potency with 50% dropoff on secondary targets and can only be used with stacks of Toxikosis Ready. This makes Toxikon II DPS neutral when gained through healing, and also acts as a "combo" of sorts out of other actions that generate Addersting. Doing it this way also reduces the potential crit variance of what would otherwise be a 660 potency action.

    3. Change Dyskrasia as the main AoE to "Paroxysm" mainly because adding a Eukrasian variation would create "Eukrasian Dyskrasia" which is kind of an oxymoron. It changes to a ranged, instant cast AoE with the same potency as Dosis but 50% dropoff (I'd do this with all healer AoEs, the potency part, and provide some added functionality to them in single target situations). Eukrasian Dosis's DoT is now called "Dyskrasia" and add a Eukrasian Paroxysm that applies the Dyskrasia DoT to all enemies in range with the DoT on secondary targets being 50% weaker. Paroxysm now works as a mobility tool at a higher MP cost and also heals all allies nearby your Kardia target in a small area which can be useful for some instances of group healing.

    4. Both Eukrasian Dosis and Eukrasian Paroxysm apply a small barrier to your Kardia target instead of a heal. When this breaks, or the duration expires, you get 1 Addersting like in PVP. This applies just to your Kardia target for Eukrasian Paroxysm and not all party members affected.

    5. Remove Krasis and Taurochole and add a new DPS spell with a larger MP cost which applies a 20% increased healing received buff for 15 seconds to your Kardia target normally and a 10% damage mitigation buff for 15 seconds when used under Eukrasia. This has no cooldown and has the same potency as Dosis and thus can be used interchangeably as the effects are needed.

    6. Add a couple more OGCD offensive tools to give SGE a bit more complexity; nothing too difficult in actuality, but an option for something that has a higher ceiling for optimization for players that want that.

    My ideas are also not "end all, be all." And I wasn't trying to be antagonistic and hope it didn't come across as an attack or anything. It's just I don't necessarily feel like those suggestions were effectively addressing any problem areas in the design, nor were they really improving the regular healing experience of SGE either. I realize my idea is well beyond SE's comfort zone and has a very unlikely change of being anywhere close to the potential outcome of 7.0, but SGE needs to move somewhere in that direction to genuinely improve in its experience.
    (1)
    Last edited by ty_taurus; 11-04-2022 at 02:54 AM.

  9. #49
    Player
    ForsakenRoe's Avatar
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    Samantha Redgrayve
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    Zodiark
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    Sage Lv 100
    Quote Originally Posted by Archwizard View Post
    Okay, so what would you suggest? I'm not saying you have to do the devs' job for them, but you obviously have a particular idea of what an "offensive healer" should be that isn't congruous with the existing design of SGE, and might be able to give some direction in that regard.
    Like Taurus, I also made some ideas, and while I had 3 'directions' it could go, I'll summarize the one I feel the best about, both as a 'this makes the class feel very unique' perspective, and also it just has more meat on it's bones as an idea. Of course, the potencies and MP costs are up to the devs so don't take them too literally, they're for illustration purposes only. So:

    1: Dosis, Pneuma, Diagnosis, Prognosis, Dyskrasia and Phlegma, and any Eukrasian variants thereof (in other words, everything that currently has MP costs) now costs ZERO MP.

    2: Soteria, Krasis, Zoe now have a 5 second cooldown, and an MP cost (maybe 1000 idk). Eukrasia now has an MP cost, albeit slightly lower (maybe 700, comparatively speaking)

    3: E.Diagnosis, E.Prognosis and E.Dosis now have their base form's potency, with the additional effect being just that, additional, potencies adjusted to compensate. This means E.Diagnosis is 450p, with a shield equal to 120% of HP restored. E.Prognosis is 300p, shield equal to 100% of HP restored (yes it went down by 20p, it's not a big deal). E.Dosis now does 330p up-front damage, with a DOT effect of 35 for 30sec (same total, but half of it is now frontloaded). Currenty, if you accidentally Eukrasia before a cast but don't need the Eukrasia, you have to either click it off (clunky) or suck up the loss of effectiveness. With this, all you lose is the MP cost. Which still sucks, just not as much.

    4: Toxicon now has a 5sec cooldown, and an MP cost. Toxicon 2 is removed. Addersting is reworked as a resource into a 0-100 gauge. Addersgall is reworked into a 0-100 gauge. Addersgall is generated both passively at a rate of 1 per second, and actively via the class's skills. All previous costs of 'one Addersgall' now cost 25 Addersgall. Yes this means you can pool 4 Druocholes instead of 3.

    5: A new button, Pankardia (MP cost 1000), is added as a level 68 skill. It's effect would be 'Applies 4 stacks of PanKardion to all nearby allies. When Kardion heals, every ally with PanKardion receives a heal of the same potency, consuming one stack per Kardion heal triggered.'

    6: Soteria has it's effect changed to 'Applies 4 stacks of Soteria to self. Each Kardion heal is increased by 50% of the damage dealt by the attack that triggered the heal, consuming one stack. Area-Effect skills only count the primary target.'

    7: Zoe has it's effect changed to 'Applies 4 stacks of Zoe to self. Causes Kardion and Pankardion to additionally apply a barrier, equal to 25% of the amount healed by the original effect, consuming one stack. Multiple applications of this barrier may overlap, strengthening the barrier's effectiveness. Does not stack with Eukrasian Prognosis.'

    7.1: Pepsis now costs 500mp, and breaks all Sage-applied barriers, healing for 100% of their remaining strength. It also generates 8 Addersting on use. This means E.Prognosis > Pepsis would total up to be a 600p heal. This is fine because we want to use E.Prognosis as little as possible anyway.

    8: Krasis has it's effect changed to 'Applies 4 stacks of Krasis to self. Allows any non-instant spell to be cast with zero cast time, consuming one stack.'

    9: Toxicon has it's effect changed to 'Drains the Addersting Gauge to 0, and applies 4 stacks of Toxicon to self. Offensive spells have increased potency, scaling based on how much Addersting was consumed. Consumes one stack per offensive spell used.' (at the moment, I'm thinking a 1:1 rate, so 100 gauge is 100p boost for 4 hits, but this can be spent earlier if needed, to reset the gauge to 0 and re-jig when you hit 100 to line up with raidbuffs better, for optimization gamers to play with)

    10: Triggering a Kardion heal in any way generates 1 Addersting. Spending Soteria, Zoe and Krasis stacks have the additional effect of 'Increases Addersting gauge by 4.' (All 4 stacks total up to 16 gauge, 20 in total due to the Kardion triggering) Eukrasia grants 8 gauge on use. Spending Toxicon charges causes the Addersgall gauge to increase by 4 each. Addersgall spenders still retain their MP restoration effects, but the MP restoration potency might be rebalanced.

    11: Phlegma has a 'Eukrasian' variant, which is a target-based circle AOE (like Phlegma currently is), does [current Phlegma level Main Target potency] to target and all enemies near the target (and consumes a charge of Phlegma), but additionally applies Eukrasian Dosis to all targets hit for 15 seconds (this would mean a total potency of 650 to all in an AOE, over 15 sec), and uses Phlegma's current animation. Main Phlegma now uses Toxicon 1's animation, because it's our hardest hit and that animation is in the trailer for the game so it deserves to be front and center.

    12: Rhizomata has it's effect changed to 'Adds 25 Addersgall. Causes the next MP cost to be reduced to 0. Duration: 10sec.'

    13: Eukrasian Diagnosis' shield break effect changed from 'Grants one Addersting' to 'Grants Phlegmatic, allowing the cast of Phlegma without spending a charge'. This would not be a 100% refund (600 vs 660 of 2x Dosis), but it's better than what we have now. Also, going into a burst window with a E.Diagnosis, then spending your Phlegmatic charge, followed by the natural 2 Phlegma charges is probably a DPS gain for those optimization types, and would be a bit like DRK banking it's Dark Arts charge for raidbuffs.

    With something like this, I don't think having a damage kit of just 'Dosis, E.Dosis, Phlegma' is necessarily that bad. Like AST, the 'fun gameplay' doesn't necessarily come from the actual attacking, but how your kit interacts with your attacking, and in this case, with your healing too. Augments would resolve in a set order-of-operations, being Krasis, Toxicon, Soteria, Pankardia, Zoe. In other words, the game would check, in order, if you can instantcast via Krasis (Swiftcast would still be prioritized), then do the damage/heal calculation stuff. As an example, lets take a Dosis cast, at 330 potency, and the Kardia heal of 170 that it triggers, and follow it. We Toxicon that damage (my Dosis currently hits for about 10k before crit/DHit) and increase the potency of that hit, my thinking is just directly translate 'gauge consumed = potency boosted', so 100 gauge spent is 100 potency boost for 4 shots. So this Dosis we're looking at is now 430p. Next, we take 50% of the damage it deals (it's now dealing 13000ish, so 6500) and add that to the Kardia heal (for me, that's about 4500). So now our total heal is 11000. Next, we spread it to everyone at a 1:1 ratio via Pankardia. Lastly, we apply a shield of 2750 on top of the heal, to everyone.

    Chances are you'd get 2-3 GCDs in while a boss casts the castbar for it's big raidwide, so that'd be a roughly 8250 shield due to it stacking on itself. And remember, it can't be applied alongside E.Prognosis, so if a boss has some way to chip away at shields before a raidwide (eg, the bleed from Aionagonia that ticks right up until Dominion is cast in P8S, or the whole of Firestorms of Asphodelos in general back in P3S with it's fire rain), that's gonna mess with your 'setup window'. Also, my Prognosis heals me for about 7.3k before crit, so the above rework would mean that, to equal E.Prognosis, this shield would have to have 2.5 untouched applications stacked up. No bleeds or raidwides or anything messing with it.

    'Wait a second, 10k regen per hit, and building up to a 'potentially 11k shield on the whole party? That doesn't sound right, that sounds OP! Pure healers would be dead on arrival, etc' Well, yes and no. See, while it's 'theoretically possible', the factors that go into it would be ridiculous and never actually play out in practice. To put up that healing would require using all four augments at once, and with their 4 stack limit, you'd either have to quadweave them to get them all lined up (which noone would want to do) or have their durations staggered. You could Toxicon and doubleweave effects together, getting you 3 stacks of 'everything is lined up', but then you have the other issue of pulling this off: MP costs. Applying 4 of these augments, plus the Krasis for swiftcasting to get them lined up better, would run you 4000 MP. Almost half your entire bar! Yes it's theoretically possible to do it, but you'd probably not need this amount of healing, and would rather juggle your Addersgall tools to reduce the amount of different augments you're applying, because you'd rather use the MP in a more rationed out way, to keep your other tools being used effectively and not letting them overcap. I'm fairly sure some other stuff would need to be changed about too, such as removing the regen trait from Kerachole (or changing it to a barrier, cos, y'know, we're a barrier healer) to incentivize actually using these augments.

    By having Toxicon and the new Addersting gauge be a damage increasing effect granted by Augment Stack consumption, Addersgall being refreshed faster by Toxicon consumption, and MP being restored by Addersgall consumption, we create a cycle of 'Spend A to get more B, spend B to get more C, spend C to get more A'. Ideally I'd want a 4th resource in the cycle to really lean into the identity of 'everything is 4' I seem to have made, but that might just be bloat for the sake of it. Either way, this I think would create a very different playstyle to the current healers, being as we're spending MP not on our healing, but on how we augment that healing. This has additional side effects too, for the more casual side of the playerbase. First and foremost is the fact that, if the base healing kit is MP-Free, we can spam it as much as we want. There's no need for anyone to say 'oh but what about the new healers this will be overwhelming' because if there's a panic situation, we can spam Prognosis and it is completely free. Eukrasian Prognosis, that still costs though.

    Secondly, and this is purely by accident I swear, but this actually makes Piety be more than just 'OK I have enough now it's a dead stat'! See, if you generate more MP than you need, you can't really do anything with it in the current game, it's just...there. With this however, in the same way that we dump spare Addersgalls on Druochole just for the MP restore, we can dump spare mana on Krasis or Soteria or whatever. Why? Because spending those stacks gets us Addersting gauge, which gets us to Toxicon, and Toxicon gets us more damage! By getting more Toxicon uses in the fight, it would help to offset the 'less damage' that comes from having more Piety on your gear. Of course, careful balancing would need to be done to make sure 'stack Piety on purpose for more uptime on Toxicon' is not the prevalent strategy. Or maybe it wouldn't? Maybe 'Crit isnt the best stat by a country mile' would actually be a great breath of fresh air for the game?

    Overall though, I think this would allow for a completely different mindset on how we heal, vs how we do damage. Everything feeds into each other in a cycle, incentivizing intelligent rotation of resources to overcap as little as possible, and clever use of which augment skill and when would allow for a real 'damage done = more healing done' aesthetic via Pankardia and Soteria. I didn't even need to remove any buttons from the class (not even Pepsis!), instead only needing to add one, Pankardia. If we do need to remove a button to make room though, I'd nominate Pepsis though. As you say, nothing suggested is the 'be all end all', but I think it's fairly telling that you, Taurus and me all have ideas for the class, and seem to have gone in completely different directions on it. It really shows, to me at least, how much room there is for growth for the class, beyond it's current form as 'SCH without fairy jank'.

    Realised slightly later in the day that I may have accidentally stolen some ideas from Taurus and reworked them to fit this idea better, sorry wasnt intentional
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    Last edited by ForsakenRoe; 11-04-2022 at 10:17 PM.

  10. #50
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    Quote Originally Posted by ty_taurus View Post
    I've got a full skill list of what I'd do with SGE as well as the other healers over on the echo chamber thread in the first post. This includes a rework to the MP system but could also very easily adjust into the current MP system as well, so I'd not worry too much about the MP costs.
    Looking over this, there's a few neat ideas here! I see there's some inspiration from the PVP iteration, wherein DoT application applies a barrier to cause Toxikon. (And I've also had the Eukrasian Dyskrasia crisis before.)

    I do have some concerns about this design overall though, chief among them being "what even is the point of Eukrasian Diagnosis then, if you can get barriers and Addersting without ever stopping your attacks?" As you've already said, we avoid our GCD heals like the plague, and you've compounded that issue.
    Plus you haven't mentioned if the two types of barriers can be stacked, for instance, or even if the E. Dosis barrier can stack for multiple SGEs, which could also be problematic when paired with another SGE or SCH since it constitutes a part of your DPS.

    Second being, "what becomes the point of Dosis then, if you have a new spammable instant attack?" The Krasis/Taurochole skill you mentioned is "the same potency as Dosis and thus can be used interchangeably", but Eukrasian spells are instant by their nature due to consuming half a GCD to initialize.
    You also haven't mentioned if the Eukrasian Taurochole is stackable with Kerachole (or even with the Krasis effect, which presently CAN be stacked), which could become an issue since it could increase the mitigation available to SGE significantly.
    I mean just looking at any given 15 second window... you have Toxikon now being a DPS gain thanks to the oGCDs, the Eukrasian Taurochole, and then any number of options between the new generator GCD, E. Dosis and Phlegma. And if the new generator GCD is instant... all of the ones I just named would be.
    And that's a pretty overwhelming number of options if your filler spell can be crowded out.

    To be honest, looking at these two questions, one might almost get the impression that you think the point of the kit evolving is to... avoid/obsolete the staple tools of the kit, rather than treat them as the bread and butter.

    And then there's the element of "what happens to Soteria, if there are now multiple spells that don't heal via Kardion at all, just applying buffs?"
    I mean, several of the spells in that 15 second window I mentioned wouldn't heal at all, causing Soteria's potency buff to go to waste -- and I doubt we'd see an AoE Kardia out of Soteria, either, with all of those buffs you could spread through it.
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    Last edited by Archwizard; 11-04-2022 at 10:04 PM.

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