A general consensus that came up seemed to be the idea of merging Protect's effect onto Plenary, since Plenary's effect (as it is now) is kinda ehh. 200p extra AOE healing whenever we use our 'already pretty damn strong' AOE healing is ok, but if that also came with 'and you mitigate 10% of the damage, so the 200p helps you to heal the remainder afterwards' it'd be really strong feeling. Might be too much for a 60s as it stands, moving it to 90 as in your suggestion might be necessary to balance it. Though, that also was working on the assumption that Protect's mitigation effect is competing with AST's bubble (and temperance with neutral sect), rather than functioning as a replacement for Temperance.
(it had 5 ranks, so it caps at 25%)
If anything, you give me the counter idea: what if we have a job who's gameplay is to swap it's substats around? Like Morphling from DOTA who can swap between STR (has more hp, stun lasts longer) or AGI (less HP, but more physical defense cos armor, more damage but less stun duration), what if there's a healer who could, for example, 'attribute shift' between Piety and another stat eg DET? yeh yeh 'you just go full det and never touch it' what if the devs actually balanced the class so that MP costs were a factor for once? What if the gameplay loop was such that you'd shift to full DET for the burst window, then shift to Piety for downtime/waiting for the next burst, as a sort of 'burn and conserve' cycle? Actually I'm just describing BLM aren't I nvm
Anything would work really to make Piety more desireable, be that 'make it affect damage as much as DET (and delete DET cos it's boring af), back in the 2.5s cast time days for WHM I occasionally thought 'what if we have Banish as a Ruin2 of sorts, but it costs 1000mp, and has a higher potency than Glare, so that if you have too much PIE, you can make up the damage by weaving more Banish's into your rotation?'
Wait, I just had an idea, the combination of me mentioning BLM, Piety, what if we reworked Ethers (or had a different variety), so that instead of being a burst of MP, they accelerate your MP regen? What if, we scale the effect of these new Ethers in such a way, and give incentives to healers to dump MP faster (ie, Banish but it costs a lot of MP), that these new Ethers would potentially be better than our current Mind/Int potions (in specifc situations, current pots would have their place too)? For example, take a BLM. Normally you'd use your INT potion and it'd make you do big damage under the raidbuff window, once at 0 min (or 2 if delaying) and once at 6min (or 8min). But that's if there IS a raidbuff window. If you're running, say, SAM RPR MCH BLM for DPS, WHM SGE for healers, the 'raidbuff window' is a measly 3% from the RPR only. So, a Regenether (name WIP) that, for example, buys you one extra cast of Fire4 per AF window, for a duration, would potentially be better damage. Well, with the way things are now it'd absolutely be better damage. Imagine if you get to the end of your first AF phase and because of this hypothetical regen effect you're able to just back-to-back cast like 8 Despair's in a row that'd be hilarious
Anyway yeh I'd suggest just making Piety scale as hard as Det currently does, same for tanks with Tenacity, then lock Direct hit to DPS only, split Crit into Crit Rate and Crit Strength, and delete DET for being bland. It'd be cool if the stat priority ended up in such a way that you want to kind of keep things equal. Too much crit focus (either type) means your noncrits are noodle hits, so you're subject to wild variances. Too much Piety without enough SpS means you're overcapping on mana, mana that could be converted to damage with a faster GCD. Conversely, too much SPS and not enough Piety means you're running MP negative, and rely on downtimes to stabilize the MP bleedout. Stuff like that. WOW has a diminishing return on stats now, so even if you see 'oh my class is Haste, Vers, Crit, Mastery', the Mastery/Vers piece might be better damage for you than the Haste Crit, because you're already so damn stacked on Haste from your other slots that the DR has heavily kicked in, and here, instead we have Crit which has the exact opposite design, it gets better the more of it you have, which leads to the current problem of 'crit is king'




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