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  1. #16
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,474
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by BRVV View Post
    Yeah that's actually better. Then it could actually just be a passive for the already existing self healing buff like Zoe.

    I thought of something else: healing MP. Only certain jobs would get anything out of that though. We could get either a "heal X MP of target" abilities or "transfer X MP to target" or maybe an ability that increases mp regen?
    Man have we really gotten so old that we've forgotten about Mana Shift lmao

    This is all just feeding back into 'Stormblood design did so many things better', I think. It's an interesting idea, and Ewer for AST could have that effect again (along with a way to increase damage so as to avoid BalanceFishing). Would be interesting for WHM to be able to Thin Air their cohealer, for example, or AST transfer their MP regen via Synastry, or... idk some alternative Fairy Tether that restores MP instead of HP like a reverse Osmose. IDK what SGE could have. Maybe it could have 'nothing lmao' and it is the 'selfish' one

    Though re: Stormblood design, I think there's several other things that we lost from those days that were interesting. Refresh and Tactician were not it. Bland boring 'press on CD' buttons, they can stay gone IMO. But things that promote choice, like Palisade and Apocatastasis, those were cool and IDK why we had to lose those. Admittedly, yes, it means giving even more mitigation to the non-healers, but they were singletarget so it was a way for DPS to feel involved with tankbusters too

    edit (god i wish the posts would update in realtime so this wouldn't happen)

    Quote Originally Posted by AmiableApkallu View Post
    I'd say it's quite the opposite, actually. You're not the lone voice; this is the general thread of agreement. The discussion and disagreements are on exactly how to go about doing that all; you might be the lone voice for your specific takes on these topics.

    Here's ForsakenRoe being okay with the relatively higher healing requirements of the new MSQ trial.

    But you'll also see pushback on making the incoming damage so high that healers are reduced to heal spam, because that'd play barely differently than nuke spam. You'll see pushback on any suggestion that doesn't allow for the possibility of mistakes to be made in anything that isn't Extreme or higher.
    sod it, too long

    The reason I (probably others) have any disagreement at all with certain proposed methods of solving the issues the role faces is a combination of futureproofing-ness and of devtime. That is, how much extra effort does the devteam have to put in to do that solution, and how long will the solution last? For raising the healing required, I think it'd take a lot more effort to do, probably screws up a lot more old content (eg old ultimates, min ilvl etc) than other proposals, and worst of all, it's very possible that we'd outgear the solution's 'increase' and we'd be back where we are now. If SE can find a way to, for example, increase healing required of me such that I'm kept sufficiently busy, in all levels of content, while simultaneously not causing the content to be too challenging to newer/less skilled/disabled players, then I'd take it. I'm not against 'more healing required' as the solution full stop, I'm against it because I don't believe it will work, there are too many conflicting pieces that cannot work together, too much devtime required to keep old content from getting mangled by the change, and too much chance of it falling apart with the slightest whiff of a gear upgrade

    You linked to my comment on the new trial. If by 'okay' you mean 'I performed alright despite the unexpected healcheck' then yeh. If you were to ask me my opinion on how good the increased healing requirements were, I'd say, like I did in that post, that 'its cool, but I expect that's mostly because we dont know the fight yet. Once we do, it'll likely return to business as usual'. I will say, one thing that is nice about it is, given that it's at the end of the expansion, it won't suffer from outgearing it quite as badly as a lot of other content does, since a fair amount of players will already have 650 gear via tomes/660 from raids. Though, this goes back to a thought I have, that crafted gear should be equal ILVL to the previous tier's BIS, not +10 over it. That way, we'd see less ILVL increase over a full expansion, we'd outgear things a bit slower, and things would be more challenging for longer. Apparently that particular take is a bit too spicy for SE though

    I'd indeed push back on 'change the button we spam from 1 to 2', partially because it's same garbo, different paint, but also because one of the two doesn't come with the inherent chance of 'this has caused an immediately executed party wipe' like the other could. Yeh, you could have the whole 'oh not enough damage now enrage', but at least with that you get to see enrage. You get to see the mechanics leading up to it. Failing to deal enough damage in Thordan Unreal is going to cause enrage at the end. Failing to heal enough for the Dragoon Dives during the Knights phase means you don't get to see past that, or Ultimate End, or try any of phase 3. There's a world of difference with the 'lenience' of the two. Also, it's much easier for other roles to pick up slack regarding damage, than it is for them to cover for missing healing
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    Last edited by ForsakenRoe; 10-10-2023 at 05:42 AM.