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  1. #11
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,583
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by TheDustyOne View Post
    I need more context behind what you mean by this. Are you correcting the numbers, or are you saying that it should only be 1% between optimal and non-optimal? If it's the former it makes your argument against Roe worse, if it's the latter, then there is no common ground and you make playing well vs playing poorly meaningless.
    I'll correct some numbers: the disparity was 2%, and was 'playing my design of WHM optimally (that is, Banish every 15s and Dia every 12s) on a training dummy', versus 'playing my design of WHM as you would now against a dummy (that is, ignoring Banish because it is new, and refreshing Dia every 12s 'because it fell off'). Ignoring Dia too, or only refreshing it every 30s as it would be now (meaning 18s out of ever 30 has no Dia active), would raise that percentage. However, to be fair with the comparison, we'd have to look at ignoring Dia entirely in both versions. In my version, 15 Glares, 4 Banishes and 5 Dias totals 8200p, and using only Glare would be 7440p. That's 90.73170731707317% effectiveness (thanks percentagecalculator.net). Current WHM gets 22 Glares and 2 Dias, at a total of 8250p, and using only Glare gets you, again, 7440p, which is 90.18181818181819%. By the slimmest of margins, the design I put forth is actually less punishing than the current one!

    I agree with the whole 'what is the point if the gap between suboptimal and optimal is so minimal' on one side but not on the other. I don't think it's good to make something punishing to casuals, so that only expert super pros can get anywhere with the job. But, I also don't think the class should be completely autopilot. Even if I were to make the damage potencies equalized, so Glare/Dia/Banish did the exact same damage, you'd still be incentivized in my design to use the other two skills instead of Glarespam, because while Glare gives 1 point of gauge for 'the cool strong heal move', Banish and Dia give 5 (with Dia requiring it's full duration to do so). You'd be hamstringing your gauge build speed in order to spam Glare, which means less access to the heal, which means you'd potentially have to cover elsewhere with a GCD heal like a Medica that you otherwise wouldn't. At which point, kinda defeats the argument about why Glarespam needs to be within 1%, doesn't it?

    Quote Originally Posted by mallleable View Post
    Any new dps rotation buttons that a healer could get should be entirely new buttons if the goal is to break up the pace of pressing the same one button over, and over again. However, most healer hotbars are already pretty loaded, and are at risk of bloat. So which healing buttons would everyone be willing to either cut or consolidate to make room for extra dps buttons?
    My WHM suggestion requires only two buttons at minimum, and ideally, four to add an extra two Lily spenders that shield instead of heal (so when we prep Misery for raidbuffs, we can get some use from the Lily by shielding, instead of it being 100% overheal). To that end, I have quite a lot of space free on the bars, but if needed, Cure1 can upgrade into Cure2 (both being 500mp), and Medica1 can upgrade to Medica2 (both being 1000mp). After a single tick of healing, Med2 is equal to Med1, so just slap the HOT effect onto Med1 at level 50 and problem solved. That's two spaces right there, enough for the core of the idea to function. The rest of it is clever use of ability-swaps, like how WAR's Fell Cleave turns into Inner Chaos for one hit.

    For SCH I'd need 2 spaces, and one can be Physick upgrading to Adlo (change Adlo's effect from 300p, 180% shield, to 450p, 120% shield, and the shield stays the same potency while the base heal matches Physick). The other one I'm not too sure on. Knowing SE they'll make the decision for me and remove Energy Drain again

    For AST, I actually removed a button (Combust, it feels a bit superfluous), and instead it's entirely 'reworked effect' of existing buttons. Fully focused on making the cards feel like they have character again

    For SGE, I didn't add or remove anything, everything was again 'reworked effect' of existing buttons. Making the class have more interplay with Kardia, and making it into an actual system instead of 'its a thing that exists and you sometimes forget to put up at the start of the dungeon'
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    Last edited by ForsakenRoe; 11-16-2023 at 10:36 AM.