The point of the example isn't the damage neutrality, it's both the 'CD reduces when you fulfill X condition', and that it wouldn't be a choice between just Dosis and this, but instead there'd presumably be some other, similar 'chargetime' skills (maybe 4 or 5), such that the gameplay would be choosing between filler damage skills, not based on their potencies (because that is instantly 'solved', the higher potency is the only correct choice), but based on their additional Kardia effects. Also, the only thing set in stone would be the Dosis potency equivalence (so you don't get degenerate gameplay like 'hold healing tools for burst window because they're a 10p gain'), every other value like CDR, recast, range or effect/potency of effect, are all placeholder
RDM's Veraero/Verthunder are equal potency. Why do we use one or the other? Because of the additional effect of generating mana, requiring the player to analyze the current battle-state and make decisions based on that. I would hope for something similar with an idea like this. If party needs healing, use the pooled up 'aoe Kardia heal' GCDs, if tank needs a shield for TB, use the aforementioned example skill to give them a bit of shielding, etc. We have to make decisions based on 'what is the best 'healing tool' to use at this moment', so I feel like it's only common sense that SGE, the supposed 'damage-healer', would have the same decision-making regarding it's damage skills, or at least, how they interact with Kardia. The alternative is to give said skill (or any such additions) as an OGCD, in which case, nothing really changes, the gameplay remains in the current state it's in, we don't need to think about 'what GCD to use next', as it's just Dosis every time still. Just, now we also have a shielding OGCD to weave sometimes
Sprint still breaks Dualcast on RDM. It's been 5 years, how has this not been fixed yet
edit: even potions break Dualcast what is this game



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