No, I just don't see how what you'd suggested have any more layers of complexity, necessarily, than what we have presently; they'd just be routed more forcibly through the systems replacing our current more flexible systems. That's why I clearly differentiated between what I saw as "complexity" and what seemed more a matter of "convolution".
Adding a new attack would offer it some complexity, especially if it synergized with, rather than simply gated, other elements of the kit. On the other hand, replacing a 60s banking period (current Addersgall) with a 40s banking period that requires GCDs seems a convolution that would get in the way of more natural synergies to --imo-- no real gain.
At most the complexity is that you have to sacrifice dps tools early, to less potential synergy, to get access to those Addersgall heals that might not be used until a minute later anyways. That, even in isolation, seems a slightly net negative change to me, since it wouldn't feel like those skills are sourcing healing (unlike, say, if their Kardia healing scaled with their damage) so much as simply being muddled in their purpose, or even a resource CD first and a damage CD second.
Again, not arguing that healer should remain simple. I've been arguing for greater available depth for healers since re-launch. I just don't care for that degree of system interdependence. Much like I don't care for the way the Fairy Gauge works but do want far more going on with SCH Faeries.And I don't really feel like that's a fair take, especially when, in my mind, the solution is ultimately making the healers actually different rather than them being 4 shades of green, each with a different flower on top, so even if you might not find that healer fun, there's a chance you could find a different healer more fun.
Not liking a particular iteration =/= not liking the direction that iteration was meant to pursue.
My mistake, then. Since you said EuD and EuP would "consume 50 gauge", I assumed they would also require 50 gauge.Also I never said Eukrasian Diagnosis was gated behind this gauge.
In that case, though, you end up with a whole gauge, until later expansions of that system, devoted entirely to just... doubling Addersting generation per EuD, per X Dosis/Toxicon/EuDosis casts? That seems pretty wasteful, especially as a replacement for SGE's flexible resource system (Addersgall). Even once you expand it, since the gauge spending would be automatic on EuD/EuP, you'd have to balance its other spenders against the value of a mere extra Toxicon cast or you'd be effectively obliged to use those spenders before ever casting EuD/EuP at 50+ gauge.
I just don't get the appeal to the gauge. It seems very reminiscent of the single-spender version of the Fairy Gauge, which doesn't seem a good thing to me. Add to that its slight cost to general fluidity (gating Addersgall behind your burst attack and at least part of [descriptor still a bit ambiguous] Addersting generation behind Kardia gauge) and I don't see how that's supposed to be a net improvement.
To me, a large part of SGE's identity is supposed to be fluidity. I'd rather keep to that than try to lock more tools behind recuperation.
I wouldn't feel more "DPS Healer" for having Addersgall locked behind an attack; that just means I'm a healer whose attacks are now muddled by incoming healing requirements, which in turns means they couldn't fully benefit from Kardia scaling with damage if that were ever permitted.
Is a trio of lackluster oGCDs really giving it "Continuation-style" mechanic, though? Moreover, since each Toxicon already gives the capped amount of follow-up oGCDs that will take at least 2 GCDs to fully spend, you can't chain them for AoE burst now. I don't think there's any need to "discourage" dumping Addersting in controlled burst over forcing them apart.Really, all the change is is breaking up Toxikon and giving it a soft Continuation-style mechanic
Meanwhile, if "crit variance" of all things were a reason to take up 4 animations' weave space per Toxicon cast... you could get that effect by just having Toxicon hit 4 times (each potentially triggering Kardia, since it'd be on a spell) for a quarter each, more reminiscent of its animation.
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EDIT:
To summarize:
- I'd rather see Kardia scale with damage dealt and see SGE better able to bank damage burst (especially, in synergy with Soteria) than see its healing resources be outright locked behind damage casts otherwise bankable for damage / Kardia-healing.
- By all means, let's have some flexible burst options via a new two-charge spell; I'd just take almost any other additional effect or synergy over resource generation.
- I don't yet see the appeal to the Kardia gauge. It just doesn't feel like a system I'd want to attach generation to, seeing as Kardia is already, itself, a way of creating a rather huge lead in no-opportunity-cost healing.
- Addersgall present iteration seems totally fine to me. It's just a shared secondary CD across multiple abilities; it's never pretended to be more, nor need it be.
- I would be open to far more complexity on SGE; I just think they should build first from improvements/rehauls to SGE's currently lackluster/unimaginative CDs and should keep fluidity as a central focus.



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