Sorry in advance this is a long post, but if I put it in HB tags the person who needs to read it might just skip it and then claim I've not answered their questions
I'm not looking for any mic drop moments, I'm just curious what you think would be an acceptable amount of damage from an EX roulette dungeon boss would be, such that it would be entertaining for all players, of various skill levels. If you think this:
...That anyone who does Extreme/Savage/Ultimate should just... not be considered for 'dungeon boss' balance changes, that 'how to make the content more fun for a player of a higher skill level' is not something to bother with looking into, such that the dungeons remain piss-easy to those higher-skill players and are nothing more than a chore to get through to cap tomes (rather than content that is fun in it's own right), then it's not a 'solution' at all. It's a half-arsed deflection to let SE pretend they've 'made changes see we're listening guys!' but it would solve little to nothing about the issues being raised
I've answered this, multiple times: the rotation I suggested would be one I'd be satisfied with. The ones you've suggested, I'd have reservations about how long the 'this is enough' would last, but I'd try it. And here's the receipts for you to not read (again) because they're in a HB tag:
Reducing Dia to 12s doesn't sound like much of a change, but you can go to Bozja and try it yourself (so you can have Lost Banish in place of actual Banish). As for 'ignore Dia in AOE rotation', yeh, that's why after using the damage neutral heal, Dia would become a gain as Tornado, even in AOE. So your GCD AOE kit (vs a pull of 7 mobs) could potentially be (27 GCDs listed, so just over 1min of gameplay, or less than 1min if you actually use POM on trash instead of saving it fornext expansionthe boss):
...Or you can just stick to Holy as you do now, because it's a dungeon and nobody gives a damn if you fully optimize the heck out of the Haam RainbowGolems in Aetherfont. It's not like I bother to do the 'force prep Misery to use on AOE pull' thing in dungeons because it doesn't matter. Even though, unlike singletarget where it's a gain in raidbuffs, it's an outright gain in AOE, buffs or not. But the point is, you'd still be able to use the Dia DOT in AOE, because I thought it'd be a cool idea to have the DOT have an AOE component when it's empowered, such that you can tear packs of mobs to shreds with it, without the whole 'tab target, apply DOT, tab target, apply DOT' thing. If you didn't want to use that extra button in AOE (should said design be the one in the game) then you could just keep pressing Holy and not care.
So yeh, again for the umpteenth time, the 'damage rotation I'd be satisfied with' is what I suggested. Seems a bit silly to suggest a change that I wouldn't be happy with, doesn't it? Of course, you're free to ignore that and claim that 'Roe keeps dodging and never answers the question of 'what complexity would it take to satisfy?' because clearly the answer is that if it's not BLM hard then it won't be enough for them!'
And for the raidwide frequency/intensity question, I'll add some numbers: Current AST can heal, completely for free via it's 60s OGCDs, 20k raidwide damage each 20s, by just cycling which tool it uses like you would with WHM Lilies. I wasn't even in BIS, I put my old prog crafted set back on for this one. It also doesn't factor in Macrocosmos or Lady of Crowns. A casual player can handle this with just 100% Medica2 uptime (in fact, it'd be around 300p worth of overheal each time, as you'd only need 700p ish to equal the damage). But if you wanted to make GCDs 'required', you'd have to put out damage enough to not only match the HPS output from these tools, but vastly exceed them. Like, 20k every 10 seconds would be closer to what you'd need. And I don't know if every casual player can 'grow to meet higher HPS requirements' like you've said previously, if that's the number they're having to try and meet.
You're right that a change like this would take 'a complete readjustment to the kits'. The problem is, I don't know if you're fully grasping the sheer size of the 'readjustment' required. To get us using enough healing GCDs to satisfy your desire to have us 'feel like healers', without ramping the damage on raidwides (as that would be casual player-exclusionary), would require that all the 60s CDs on AST become like... 180s. Or 120s, with halved potencies. Essential Dignity to a 90s CD. Benison recharge time to 60s. Asylum potency halved or something (450p total instead of 900). That wouldn't just 'make us rely on GCDs more', it'd feel awful in practice. And I'm not just saying that because 'opinion', you can see how people felt about the potencies of AST in 5.0, on launch, when it's OGCDs were super weak. The fact that SE fixed them so fast shows that the 'make the OGCDs weaker/less accessible' 'solution' is not the one to go for.
And that's not even considering that if your OGCD potencies/CD are less accessible, then you're spending more MP thanks to the extra reliance on GCD healing. So now you've got 6.0 WHM style MP issues. So then, do you want to 'fix' the 'fix' by changing MP costs or Lucid's potency to rectify the problem you've created, of running dry on MP? Or would you want to leave the higher costs as a 'feature' of the gameplay, thereby raising 'complexity' of all of the healers (and thereby messing up your '4 healers' thingy)? It's easy to say 'here's how to fix the problem' but it's a butterfly effect of extra knock-on issues that get raised that also have to be factored in and removed or minimized, and no matter how it gets sliced, I can't see how 'more healing needed' results in an overall smaller devtime cost than 'add more damage buttons'




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