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  1. #11
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,406
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Renathras View Post
    SGE shouldn't be solving every problem the same way SCH does. I don't want to say "balance be damned"...but other people have been saying that a lot lately pointing out it's what's preventing Job identity and distinction in designs...

    An entirely new rotation based around an entirely new gauge and several new abilities and upkeeps to juggle is a rather different animal than Diacloud or Aero 3.
    I'd like to agree, but if SGE were to solve problems in a different way to the way SCH does, we'd have distinct playstyles for the healers and we wouldn't need to have all this conversation about it. Or at least, the ones about homogenization and how to avoid it. SE's made the kits so similar, that the only real way at the moment to keep parity is that if one job's 'move X' is changed, the mirror move on the other job has to be similarly adjusted. It'd be cool if eg SCH was more focused on % mit, and SGE on potency-based barriers ala Holosakos and Panhaima, but we're here with Kerachole and Holos and their 10% mitigations

    You also might want to re-read the ideas I've posted. There's no 'new rotation based around a gauge', it's nothing more than Misery currently does. If anything, it's a 'gauge based around your rotation'. Instead of three heals then a damage button, it's a heal and then three damage buttons. You would, in content that does not 'require' the heal (due to low incoming damage, ala EX roulette, maps, some EX trials), not 'need' to even touch that heal. Let it overcap (like I often do with Lilies). The Glare of damage you would be gaining (via the refund) is lost when you press the heal. Just as you don't press Solaces and Misery on a target dummy, you wouldn't press the heal just for the refund. Or you could, if the heal is surplus to requirements and you feel like looking at a different colour of spell for a couple GCDs, it's whatever. And because the refund is one Glare instead of three, and it's across three button presses instead of one (one of which deals it's damage via a DOT), it's incredibly resistant to Crit Variance, something we all enjoy seeing when we press Misery and watch it noodle for 45k instead of the glorious 110k it's capable of

    'Several' new abilities being... one? And one that we technically already had in ARR/HW, just it'd now be a GCD (and thus the pace of the class remains slower, so it's easier to keep on top of pressing it on time)? We also had a 12s DOT in ARR/HW. It had a cast time too, so it was even more 'strenuous' cos it'd require consideration of 'can I stand still to refresh it', Dia wouldn't regardless of it's duration. It's like, every possible reason that it'd be difficult to juggle, we had it already in the past (but harder) and people managed it fine. Also, you say Diacloud would be fine in your books. Wouldn't the RNG proc chance on it mean that sometimes (as with Thunder) it can go the whole duration without proccing, and sometimes goes Rambo and you get back to back refreshes? So if you have a situation where you go Glare Dia Glare Dia Dia, and then 40s of no procs, how are you going to keep on top of managing that DOT timer, given you have repeatedly made comment about how bad the UI is for tracking the DOT? I imagine that, like me, you'd forget to actually check exactly when it's going to naturally fall off, and so it'd time out and we'd lose ticks before realizing, at some point into the fight 'oh bugger, Dia fell off. When did that happen?'. Of course, one possible solution would be a Sharpcast CD of sorts, but then we're adding 'button bloat' and we all know that's not on

    Quote Originally Posted by Thurmnmurmn View Post
    Why wouldn't you do more damage if you're doing more?
    Oh, my ideas would keep it roughly the same, despite the extra effort. I figure that if I were to have written 'playing this new idea properly would be a X% increase over currently, while Glarespamming with it would be equal to now' I'd get pelted with 'great so now I have to be a DPS player if I want to not feel bad for being suboptimal' or such, there was no 'winning move' on that facet I think. I did minimize the 'difference' between the absolute best player, and the 'player making every mistake possible except 'literally dropping their GCDs'', to iirc 640p a minute (for reference, 'making every possible mistake except dropping GCDs', in current game, loses you 1430p a minute) and apparently that's still not enough

    Quote Originally Posted by Aravell View Post
    I don't know about anyone else, but I'm asking for a 10-20% gap from current ceiling to new ceiling. An average SCH currently would lose about 600 dps if it's a 10% gap, the dps check for P9S is about 64000, 600 out of 64000 is less than 1%, it's an insane stretch to say that healer dps is a major influencer. Even more so in extremes, the current extreme can probably be beaten by both healers doing 0 damage as long as the DPS players are at least competent.
    I think it's a very nuanced thing to try and elaborate on, really. On the one hand, the way it's worded can make it appear like you just want to make it 'more damage for the skilled players', which would make it harder for less skilled players to keep up, and apparently cause issues meeting damage checks (I don't think so, but let's humour it). But I imagine what you actually mean is, say, 10% more damage if you play perfectly compared to current perfect play, where 'the current perfect play, being done under the new system, results in 90% output, and the damage check expectations for healers are the same as current'. So where a fight might expect, say, 50% output from a healer, it'd drop (because the upper end has expanded) to become the new '45%' or so. Did I get that right?

    And if so, 'get to 86% by playing 'literally the exact old rotation', without adjusting anything (so still 2 Dia's, 22 Glares per minute)' would be quite close to being on the money, given that the DPS checks for fights are usually tuned around the expectations of something like 50-60% even with week 1 gear? (which would then, assuming I've got the above understood right, become more like 45-55%)
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    Last edited by ForsakenRoe; 11-21-2023 at 02:17 PM.