Still waiting on this one, for anyone 100% committed to 'ZERO more damage rotation complexity'/'more healing required of the player is the way to go' who wants to give the thought experiment a go
Well, healing feeds into damage via Misery already, so you're out of luck on the 'vice versa' part as it is. But the part we don't have, 'damage feeds into healing' (no, Kardia doesn't count. At least, not current version), doesn't have to be exclusively damage. Like, say we have a system where using damage skills (or DOT ticks) as SCH builds Fairy Gauge, and said Fairy Gauge has more uses given to it than just Union. Maybe Blessing now pulses AOE healing, maybe Illumination (the mit) has no cooldown but now costs gauge, etc. Just because the DOTs build gauge, doesn't mean that other things that are non-damage can't also build gauge. EG, they could make it so that if you cast Adlo or Succor, it also builds gauge, possibly at a much faster rate. For example, if SCH had 3 DOTs, each DOT effect could give 1 gauge per tick, for a total of 3 per tick if all 3 are up. Then, Adlo and Succor could give 10 gauge per cast. The faster gauge gain should not need to be a consideration for 'oh the SCH will have the gauge heal tools too often' because they don't want to use the GCDs that provide that accelerated gauge gain, they want to use the damage skills, and get gauge that way. So then if the heal spells also gave gauge this way, if the player is thrown into a hard healing check (cough Harrowing Hell), they don't 'lose access' to the gaugebased healing tool, because of having to drop their damage to spam Succors, the Succors themselves would be providing gauge too
And what I've said about that still applies and will continue to apply regardless of how often you try to make the point: Some people can rise to the challenge of greater healing requirements, but a lot cannot. Abyssos showed us this.
Why are your 'examples' always so... weird? Like, it's not just 'taken to the extreme', they're bordering on nonsensical. Setting aside the fact you went for specifically the 'most complex/optimization deep' job in the entire game for your example, you are also vastly exaggerating the amount of healing required for the sake of your example. You list Regen as 12s when it's 18, so I'm going to assume you've got your own version mentally made to suit the example, but since SE hates the idea of nerfing anything, only ever 'rebalancing' things, I expect it'd wind up similar to when they halved Med2's duration but doubled it's HOT potency, effectively keeping it's potency the same, but dealing it in half the time. So a 12s Regen would just be 'the potency of the 18s version we have now (1500), over 12s instead', which puts each tick at 375 instead of 250? Anyway besides that, you don't need to refresh a 12s HOT every 3 GCDs, it'd be every 5, you don't need the HOT's potency that constantly even in Week 1 Savage (you'd maybe use it for things like the stompy TB bleed from P10S to keep the tanks stable (and even then, not WAR because WAR) for example, but not 100% uptime like you suggest), and what damage is coming out that demands this 'weave in Medica 2'?
All of this, and it's just strawmanning at the end of the day. Might have made a little more sense if you'd used SMN for the comparison, given that you're always going on about how I'm hellbent on making WHM more complex than SMN



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