Oh I see, so if we took, let's say, an AST with their 4 different 60s OGCDs as the example, they'd be able to use those OGCDs and lower that 80% down to something closer to say, 60%? Which seems a lot more manageable, I'd agree. I guess the issue then, is that this would specifically screw over WHM and their relative lack of OGCDs (but what's new there?)
I dunno why, it's the whole foundation of what SGE was 'meant to be' in most people's minds, but I don't think it's necessarily 'SGE only' as a design element. I think WHM, for example, could benefit greatly from such a mechanic, since if the healing move was damage neutral in the same way Misery is, it allows a new identity for the job to form: use your healing tools in the right order, and you can dump absolutely disgusting amounts of compiled damage inside the burst window. When I first proposed the idea, I also got an earful about it, and how I was 'forcing people to DPS to get access to the new healing move', which, yeh kinda the point? But at the same time, being told that did make me think about how we have certain times where we literally cannot do damage, because we are healing so hard (Harrowing Hell/Styx), and I agreed that it would suck for the player to be unable to generate gauge during that moment. In fact, that moment would be the most important time to get access to that healing move, so I went back and added gauge gain rates to all of the non-Lily heals at a much faster rate (eg a Medica2 would give 15 over it's full duration, whereas spamming Glare would give 1 per cast).
I wonder if the reason you got such a negative reaction was the method by which you proposed making the damage skill feed back into the healing. Pneuma, for example, is not interesting to me, because the two are linked, you don't get to choose when to deal damage and when to heal with it, you just use it, and it is equal to a Dosis there and then. But this Cure4 thing I described, you'd be able to pool it, you'd be able to shift the refund into damage buffs with skilled play, you'd be able to spend the gauge at a differing time from when you did the damage. Just the implementation of a 0-100 gauge on WHM would open design paths for the dev team. A CD that adds gauge, a CD that doubles gauge gain rate for a time, a new attack that has a CD attached, but generates a much larger amount of gauge compared to Glare, etc



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