Yeh, you got a pretty accurate summary of what I was thinking. I'd look at this 'Singularity' as... It's kind of Wildfire in execution, but in terms of 'phases of combat', I'd expect it to have an upper limit that you'd reach roughly every 30s of combat. So you'd have one land in raidbuffs, and 3 outside of them. I almost envision it as being like old HW Enochian, as that, you could 'reset' every 30s. Unlike that, however, if you goof the Singularity, you can fire it off early and reset with a new one at any time. This also means that, say you start up a Singularity 40s before raidbuffs (downtime forced you to or something), you could fire off a smaller one earlier on purpose, such that you get a fully charged up one into the raidbuffs.
IDK if you ever played Vampire Survivors, but I was thinking of the SpellStrom singularities while writing, and how they collide every now and again for a cataclysmic amount of damage on the whole screen. In FFXIV though, we actually have the VFX already for the detonation effect: depending on if Matter or Antimatter is higher, we can reuse the 'you failed a tower' from P12S. I don't know why, but I love the aesthetic of that 'you failed' screenwipe. Black with white highlight for Antimatter-attuned, white with black for Matter-attuned, and IDK what for 'exactly equal'. Actually, thinking on it, I think that having the whole kit be like this, just pure white and pure black, would look pretty cool and unique
Oh, and I wouldn't have it as a debuff on the enemy, it'd orbit around you ala BLM orbs until you launch it off, so if an enemy dies to your builders, you can target a different enemy and launch it at them instead. In fact, such a strategy might be interesting to play around, of building and holding onto a Singularity from hitting the boss, such that when a priority add appears, you can chunk it with a fully primed Singularity as your first GCD against it. As for Time Mage aesthetics, let's again say that Matter is the side which has a DOT, and Antimatter is built exclusively via standard 'do damage' GCDs. We can have things like Haste, to selfbuff your GCD speed, and increasing how fast you cast spells. We can have Quicken as a phase of instantcasts, and an Antimatter spell that generates more gauge, but has an obscene cast time, but can be Quickened to make it instant and therefore better than the filler. We can have an interplay between Matter and Antimatter spells, where eg a Matter spell might proc a speed boosted cast of the slow-hard Antimatter cast such that it's equal to the GCD in cast time for one use. We can use Slow as a way to extend the Matter DOT's duration, Stop to pause buffs on ourselves to keep buffs up for longer. We could even get super weird with it and have skills that convert between Matter and Antimatter, or generate some of both but at imbalanced amounts eg, a Blasting Zone style hard hitting OGCD builder, that creates 10 Antimatter and 6 Matter, so you have to make sure to be prepared with how your balance looks, going into using the skill. Also, skills that detonate their damage X seconds later. Meaning that you have to consider 'I am at 84/90 atm, but I have a Comet coming in 6 seconds that builds 10/10, thus I will cap out on Antimatter because of it. As such, I should use my filler Matter skill that gives 3 twice, putting me at 90/90 with 1 second of Comet left, and while casting 'Launch Singularity' (or Event Horizon, or whatever cool name), the Comet will push me to the full 100/100 mid-cast time'. Maybe a skill that accelerates the effect so that it lands instantly (slap it on Quicken if needed).
Also, I wanna see not astrology, but astronomy terms, and lots of them. Event Horizon, Red Shift, Conjunction, Syzygy, stuff like that
As above. I would want it to be 'Balance Druid, but you're not a fat chicken, and it looks cooler (Starsurge looks terrible, New/Half/Full Moon should be the spender). People always said of Time Mage stuff 'you can't balance Haste/Slow in an MMO setting' but that was because AST had those effects, and could give them to allies. Keeping them self-contained to the Time Mage allows them to be balanced, we don't complain about how OP it is that BLM can effectively 'haste' itself with Ley Lines. But yeh, this is assuming that doing this (giving time/space stuff to Time Mage) would make AST's fortune telling more prominent as it's gameplay. Like, idk, making Minor Arcana actually worth a damn instead of '50% chance for a Malefic 1, and 50% chance for a Helios'. You could throw a very 'simplified' version on AST, but I feel like it'd be a bit of a waste to do so, as it'd never be able to reach it's full 'complexity', and at the same time, it'd be justification to keep the cards simple in SE's eyes, which... yeh, we don't want these cards any longer than we have to
TLDR, I don't think we'd ever see AST as a Time/Space AND Cards/buffing class, without one or both of those aspects being horrendously simplified to the point of 'why even have this'. Thus, rather than risk SE being SE and making a half-ass job of both aspects of the identity, I'd rather they split them and have one or the other, and give the unused identity to something else. Since Cards were the primary focus of AST (it's in the weapon/job splashart), I'd rather that be the focus of the class, make that system more interesting/complex, and then give Time stuff to a Time Mage. And before Ren comes in, no, giving away WHM's elements is not the same, as we changed from 'use Stone for damage, Water for OGCD damage, Wind for DOT' to 'use Light for damage, Light for DOT, and lose the OGCD damage skill entirely', transitioning to Light skills did not 'require' we lose complexity (ie, Fluid Aura could have gone LightMode too) and so giving the elemental themes away to a GEO does not make as much sense to me as the TIM thing



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