Had a more detailed response, but accidentally refreshed and lost it, so this shortened version will have to do. TLDR, I think Ty's SGE example (where rather than gating non-Dosis GCDs by CD, and having those CDs reduce by casting Dosis, they're gated by MP and Dosis is free) is similar enough in execution to get to what I'm thinking of. Beyond that, I don't actually think it's necessarily a good idea to have main healing tools be gated behind CDR triggered by damage, as it creates unreliability in whether something is up or not at a given moment (so one pull you have Lilybell for Harrowing Hell, the next you don't and you wipe because of it). Rather, if anything would be best tied to this CDR idea on healers specifically, I believe it's best to keep it as the 'sustain' of the job. For example, on WHM and AST, that'd be things like Essential, Tetra, Intersection and Benison. They aren't going to make or break the raid getting killed, but they do help keep the tank alive. On SGE, it'd be via Kardia effects, on SCH, idk I guess making the fairy cast something other than Embrace? eg, Broil makes the fairy cast Embrace, Meltdown causes the fairy to cast (Embrace but it's a shield), Biolysis is (small ST regen effect of like 40p per tick for 30s), I dunno
As I was positing before my post got eaten by my own stupidity, it'd be great (and more likely the route SE would choose) if, for this idea where we shorten CDs on skills by using other skills, that the idea was instead given to a DPS job (who does not need to worry about keeping their allies alive in any way). If only there were a job in previous FF games that manipulated time in some way, like hastening how fast their allies get their next turn, eh?
I could do a mockup if it really requires it, but I don't know how good I am at 'starting from scratch' with designs. You may have noticed, but all of my ideas have been very much rooted in 'what do we currently have, and how can we tweak it with the smallest amount of change overall (to save on dev time), while still having a large positive impact on the gameplay loop of the job'. Also I'd probably do it for Time Mage DPS, rather than on a healer, since I feel like it'd be less constrained by things like the above 'what if CDR doesn't reduce enough and you die because healing tools are still on CD'
edit: Here, a Time Mage design, ironically a bit chronologically displaced because it'd probably fit better with an earlier version of the game like SB, due to it's relative lack of buttons. As expected, I'm not good at starting from zero with designs. I don't trust myself to get a healer one I'd be satisfied with, I'd keep tweaking and tweaking and never post it, 'perfection is the enemy of good' and all that, I'm not even fully happy with this one but I'm forcing myself to just throw it out before I mentally trap myself with it
Remember, two gauges: Matter and Antimatter. Misbalancing the gauges causes Annihilation to deal less damage (particles are left over with no opposite to annihilate with). I'm thinking the skill does, say, 10p per 1/1 gauge spent (total 1000 if both are full), and imbalance means doing 5p per leftover gauge (so as an example, being at 97/70 would mean 70x10, for 700, and then 17x5 leftover, for 85, totaling 785p). If the two gauges ever get misaligned by more than 30 (so like RDM), the smaller singularity will be consumed by the larger, causing a Gravitational Collapse, which locks the gauges in place and can be cast from the same button bind as Annihilation, dealing some consolation damage (less though, it's the Celestial Revolution of the class)
Singularity: generates two Singularities, one Matter, one Antimatter, to begin the 'buildup phase'. Akin to HW Enochian. 5s CD so if you mess up, you can immediately start a new one
Redshift: filler, builds whichever gauge is lower, extends dot by 1s
Entropy: DOT, 12s duration, builds Antimatter
Degradation: 24s cd/2 charges, reduced by 2 per dot tick, builds Antimatter
Solar Flare: 9s CD/2 charges, builds Matter
Nova: 60s CD, reduced by 5 per cast of Solar Flare, builds Matter
Annihilation: consumes all of both Matter/Antimatter gauges, deals huge damage scaling based on gauges at time of cast
Gravitational Collapse: consumes all of both gauges, deals big damage (but not as much as Annihilation)
Haste: 60s self CD, increases GCD speed of self and causes DOT to do it's effects twice on each 'server tick' (including damage)
Quicken: 2min self CD, temporarily increases CD reduction effects by 100%
Slow: party mit, staggers damage from 100% to 90% up front, and then 10% over 6s, split into 2 hits of 5% dealt as a DOT
Stop: party raidbuff, causes specific skills (raidbuffs, basically) to have duration increased by 5s
Syzygy: instantly generates 25 of both Matter and Antimatter
some random timespace themed OGCDs to throw in ala Fleche/Contre, like Comet, generating various amounts of Matter or Antimatter (or both). The CDs of these could potentially be reduced via gameplay too
maybe a targeted teleport mobility tool like shukuchi ('blueshift' lets you move faster in some way?)
and then some AOE-only stuff (one matter/one antimatter generator, which reduce the CD of 'bigger hit that generates both gauges') because SE loves to bloat our bars with 'AOE version of ST tool' and vice versa
maybe it'd be cool to have skills that also consume gauges, such that you'd want to 'skirt the line with overcapping', and use said tools to reduce/modulate your resource generation. The above OGCDs could also fulfill this



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