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  1. #141
    Player
    mallleable's Avatar
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    May 2021
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    1,262
    Character
    Malia Tri'el
    World
    Behemoth
    Main Class
    Bard Lv 100
    Quote Originally Posted by Bole View Post
    Loving the conversation above ^



    Are you thinking that Soteria will still have its stacks, or are you thinking it'll be like Presence of Mind?

    EDIT: Didn't see you specified it. Could be pretty cool tbh, like SMN garuda

    More like MCH Hypercharge so maybe Soteria turns into new spell to spam.
    (0)

  2. #142
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    Join Date
    Oct 2021
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    959
    Quote Originally Posted by IceBlueNinja View Post
    I think you need to find a life and take your meds cause am perfectly fine you peanut. Look how immature you are talking about people how they are born, mentioning things like medicine now which if your as smart as you claimed would know how serious or personal that is to say something like that. You apparently have no form of respect but its ok you can only run your mouth like that on a game forum. Bet you could not say that to a person in RL.
    You're soft as cotton, lil bro. I'd roll up on your block and you'd be shaking in your boots and you'd call me sir and probably daddy
    (0)

  3. #143
    Player
    Aravell's Avatar
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    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    Idk about SGE I never take account of their existence just because how similar they are to SCH. But in a completely unrelated note, I would 100% kill for a couple of small, nitpicky, random revamp of SGE such as:
    1. Dyskrasia being changed into Frontal Cone at 10y range.
    2. Holos loses its cure potency and straight up shielding 400p worth of potency. Or alternatively loses the Holosakos then gives the mitigative portion a 'reverse old embolden tiers' where the mitigation starts at 10%, gains additional 3% every 4s reaching 25% at max.
    3. Have Pneuma become a 7.5s channeling GCD: gains 1 stack per second. Each stack pulses 100p shield that lasts 4s & consumes 400 MP. At 5th stack becomes a 40y line cleave that deals 1,000 potency of damage (exact number is arbitrary but I'd like them to be either a gain or situation gain) with fall off & grants party 15% mit for 12s. Failing to stand still causes the SGE to lose the 40y cleave and the cleave.
    I'm not sure that being required to plan ahead would be very popular among SGE players at the moment, that's more SCH's thing.

    SGE has kind of built up a reputation as the easier SCH at the moment with all their fire and forget abilities, charging abilities with a delay before it gets to the full effect would probably be pretty unpopular.
    (1)

  4. #144
    Player
    Supersnow845's Avatar
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    Aug 2021
    Location
    Gridania
    Posts
    6,569
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Aravell View Post
    I'm not sure that being required to plan ahead would be very popular among SGE players at the moment, that's more SCH's thing.

    SGE has kind of built up a reputation as the easier SCH at the moment with all their fire and forget abilities, charging abilities with a delay before it gets to the full effect would probably be pretty unpopular.
    And I don’t necessarily disagree that’s how SGE should be designed, it just needs to be different enough from SCH that y out can’t basically you transition your mit plan to SCH and press everything one GCD earlier to achieve 99% of the same thing
    (0)

  5. #145
    Player
    Rein_eon_Osborne's Avatar
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    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,920
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Aravell View Post
    I'm not sure that being required to plan ahead would be very popular among SGE players at the moment, that's more SCH's thing.

    SGE has kind of built up a reputation as the easier SCH at the moment with all their fire and forget abilities, charging abilities with a delay before it gets to the full effect would probably be pretty unpopular.
    While that much is true, I also think having the "easier SCH" as a job's identity shouldn't be encouraged nor kept either. Why waste an entire design space for a carbon copy?
    (5)

    "Outside obvious jokes/sarcasm, I aim to convey my words to the future readers who may come across mine posts. Can I change -your- mind, somehow? Potentially... but that's not why I'm writing. You and I have wrote our piece(s). We don't necessarily need to change each other's mind. But we can change other's."

  6. #146
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
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    2,002
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Rein_eon_Osborne View Post
    While that much is true, I also think having the "easier SCH" as a job's identity shouldn't be encouraged nor kept either. Why waste an entire design space for a carbon copy?
    Obviously I agree that being an easier version of an existing job isn't a good identity *cough*WAR*cough*, but there exists a large portion of SGEs who play the job purely because they want to play with shields but find SCH to be not their cup of tea (they used to have Noct AST for this). I will say though, planning ahead is really more SCH's identity, I would like to see SGE expanded as a reactive shield healer more rather than having them dip into pre-preparation too, like how SCH functions.

    Honestly, I don't think that a level 70 start is any place for an easier version of an existing job, but hey, I'm not the game designer here.
    (4)

  7. #147
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,569
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    “SCH but easier” is a bad design philosophy but I don’t think “barrier healer but easier” is necessarily bad, SCH has unequivocally the hardest of the healing toolkits to master and the shield healer is infinitely more instrumental to the party than the regen healer so while AST has the highest ceiling SCH has by far the highest floor

    SGE is fine to be an easier barrier healer with its own niches, it just shouldn’t be so similar to SCH
    (5)

  8. #148
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    I admittedly like SGE more (and liked Noct more) because of the more accessible shields. Dps loss be damned, if I see a non-tank being targetted by a mechanic, I will shield them, and that's something I simply can't do on SCH.

    That said, I also agree it shouldn't be basically SCH with lilies. I mentioned in other threads but I think Kardia should play an integral role in its healing kit and not just a Regen/ Embrace, since it's supposed to be its core job identity.
    (2)
    Last edited by Allegor; 03-06-2024 at 07:43 PM.

  9. #149
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,569
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    It would be nice if the fairy was even integral to SCH anymore

    Sure she throws out a few heals you want to prioritise but what’s the point of whispering dawn being able to be cast from a distance off the fairy if every modern heal has a 30 yalm radius anyway

    Half the time eos feels like flavour text and it’s made worse that 3 of SCH’s biggest niches (chain, deployment and expedient) are all skills from the SCH not the fairy
    (0)

  10. #150
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Argument equal parts funny and sad, but at least it's entertaining to read. Felt more engaging to read than healing an EX roulette at least (sadly)

    Quote Originally Posted by mallleable View Post
    A SGE change I want is to either rework or replace Soteria with with something that grants you like X number of stacks of a 1.5 sec recast instant damage spell (that cleaves to save on hotbar space) so you can machinegun out damage while machingunning Kardia procs. And give it like a 40 or 60 second cooldown.
    Had a similar idea months ago, but rather than Soteria, I had it as a rework of what Krasis does. Soteria amps Kardia healing for 4 hits, Krasis provides 4 instantcasts (including Res, why not you're gated on MP anyway), Zoe adds 25% of Kardia's heal to the target as a shield that can reinforce itself (so healing with Kardia for 8000hp applies, say, a 2000hp shield, then doing a second Kardia healing instance adds to that shield to make it 8000, capping out at 4x the shield's original application (16k shield but requiring 4 GCDs to set up)), for 4 attacks (to keep the theme of 4's, of course), PanKardia to make the Kardia heal AOE for 4 hits, and finally a rework to Toxikon that amplifies the potency of your next 4 Dosis casts, making your Kardia heals stronger via base potency increase, because Toxikon at the moment is kinda bleh (and with the reworked Krasis becoming Triplecast+, mobility problems still have a solution)

    At least, that's from memory, full details here if you fancy reading (the maths was done when P8S was current, and I'm not going to pass up an opportunity to shill my rambles):
    1: Dosis, Pneuma, Diagnosis, Prognosis, Dyskrasia and Phlegma, and any Eukrasian variants thereof (in other words, everything that currently has MP costs) now costs ZERO MP.

    2: Soteria, Krasis, Zoe now have a 5 second cooldown, and an MP cost (maybe 1000 idk). Eukrasia now has an MP cost, albeit slightly lower (maybe 700, comparatively speaking)

    3: E.Diagnosis, E.Prognosis and E.Dosis now have their base form's potency, with the additional effect being just that, additional, potencies adjusted to compensate. This means E.Diagnosis is 450p, with a shield equal to 120% of HP restored. E.Prognosis is 300p, shield equal to 100% of HP restored (yes it went down by 20p, it's not a big deal). E.Dosis now does 330p up-front damage, with a DOT effect of 35 for 30sec (same total, but half of it is now frontloaded). Currently, if you accidentally Eukrasia before a cast but don't need the Eukrasia, you have to either click it off (clunky) or suck up the loss of effectiveness. With this, all you lose is the MP cost. Which still sucks, just not as much.

    4: Toxicon now has a 5sec cooldown, and an MP cost. Toxicon 2 is removed. Addersting is reworked as a resource into a 0-100 gauge. Addersgall is reworked into a 0-100 gauge. Addersgall is generated both passively at a rate of 1 per second, and actively via the class's skills. All previous costs of 'one Addersgall' now cost 25 Addersgall. Yes this means you can pool 4 Druocholes instead of 3.

    5: A new button, Pankardia (MP cost 1000), is added as a level 68 skill. It's effect would be 'Applies 4 stacks of PanKardion to all nearby allies. When Kardion heals, every ally with PanKardion receives a heal of the same potency, consuming one stack per Kardion heal triggered.'

    6: Soteria has it's effect changed to 'Applies 4 stacks of Soteria to self. Each Kardion heal is increased by 50% of the damage dealt by the attack that triggered the heal, consuming one stack. Area-Effect skills only count the primary target.'

    7: Zoe has it's effect changed to 'Applies 4 stacks of Zoe to self. Causes Kardion and Pankardion to additionally apply a barrier, equal to 25% of the amount healed by the original effect, consuming one stack. Multiple applications of this barrier may overlap, strengthening the barrier's effectiveness. Does not stack with Eukrasian Prognosis.'

    8: Krasis has it's effect changed to 'Applies 4 stacks of Krasis to self. Allows any non-instant spell to be cast with zero cast time, consuming one stack.'

    9: Toxicon has it's effect changed to 'Drains the Addersting Gauge to 0, and applies 4 stacks of Toxicon to self. Offensive spells have increased potency, scaling based on how much Addersting was consumed. Consumes one stack per offensive spell used.' (at the moment, I'm thinking a 1:1 rate, so 100 gauge is 100p boost for 4 hits, but this can be spent earlier if needed, to reset the gauge to 0 and re-jig when you hit 100 to line up with raidbuffs better, for optimization gamers to play with)

    10: Triggering a Kardion heal in any way generates 1 Addersting. Spending Soteria, Zoe and Krasis stacks have the additional effect of 'Increases Addersting gauge by 4.' (All 4 stacks total up to 16 gauge, 20 in total due to the Kardion triggering) Eukrasia grants 8 gauge on use. Spending Toxicon charges causes the Addersgall gauge to increase by 4 each. Addersgall spenders still retain their MP restoration effects, but the MP restoration potency might be rebalanced.

    11: Phlegma has a 'Eukrasian' variant, which is a target-based circle AOE (like Phlegma currently is), does 50% of your current Phlegma's damage to the target and all enemies near it (and consumes a charge of Phlegma), but additionally applies Eukrasian Dosis to all targets hit for 15 seconds (this would mean a total potency of 475 per target in an AOE, over 15 sec), and uses Phlegma's current animation. Main Phlegma now uses Toxicon 1's animation, because it's our hardest hit and that animation is in the trailer for the game so it deserves to be front and center.

    12: Rhizomata has it's effect changed to 'Adds 25 Addersgall. Causes the next MP cost to be reduced to 0. Duration: 10sec.'

    13: Eukrasian Diagnosis' shield break effect changed from 'Grants one Addersting' to 'Grants Phlegmatic, allowing the cast of Phlegma without spending a charge'. This would not be a 100% refund (600 vs 660 of 2x Dosis), but it's better than what we have now. Also, going into a burst window with a E.Diagnosis, then spending your Phlegmatic charge, followed by the natural 2 Phlegma charges is probably a DPS gain for those optimization types, and would be a bit like DRK banking it's Dark Arts charge for raidbuffs

    14: Pepsis now costs 500mp, has a very low CD (maybe 5sec), and generates 8 Addersting on use (even if it doesn't do anything you get the gauge). When Eukrasian Diagnosis or Eukrasian Prognosis break, they leave a buff on that player called Second Opinion for about 5 seconds. When Pepsis is used, it consumes Second Opinion to heal that player for the amount of HP the barrier protected for. Essentially, if you ever played a Character Action game like Viewtiful Joe, Wonderful 101, whatever, and used the Ukemi (jump button right as you land, instantly heal back the damage you took), it's that with a bit more leniency. And it gives Pepsis a much more interesting use case.


    With something like this, I don't think having a damage kit of just 'Dosis, E.Dosis, Phlegma' is necessarily that bad. Like AST, the 'fun gameplay' doesn't necessarily come from the actual attacking, but how your kit interacts with your attacking, and in this case, with your healing too. Augments would resolve in a set order-of-operations, being Krasis, Toxicon, Soteria, Pankardia, Zoe. In other words, the game would check, in order, if you can instantcast via Krasis (Swiftcast would still be prioritized), then do the damage/heal calculation stuff. As an example, lets take a Dosis cast, at 330 potency, and the Kardia heal of 170 that it triggers, and follow it. We Toxicon that damage (my Dosis currently hits for about 10k before crit/DHit) and increase the potency of that hit, so this Dosis we're looking at is now 430p (becasue we spent 100 gauge to boost it). Next, we take 50% of the damage it deals (it's now dealing 13000ish, so 6500) and add that to the Kardia heal (for me, that's about 4500). So now our total heal is 11000. Next, we spread it to everyone at a 1:1 ratio via Pankardia. Lastly, we apply a shield of 2750 on top of the heal, to everyone.

    Chances are you'd get 2-3 GCDs in while a boss casts the castbar for it's big raidwide, so that'd be a roughly 8250 shield due to it stacking on itself. And remember, it can't be applied alongside E.Prognosis, so if a boss has some way to chip away at shields before a raidwide (eg, the bleed from Aionagonia that ticks right up until Dominion is cast in P8S, or the whole of Firestorms of Asphodelos in general back in P3S with it's fire rain), that's gonna mess with your 'setup window'. Also, my Prognosis heals me for about 7.3k before crit, so the above rework would mean that, to equal E.Prognosis, this shield would have to have 2.5 untouched applications stacked up. No bleeds or raidwides or anything messing with it.

    'Wait a second, 10k regen per hit, and building up to a 'potentially 11k shield on the whole party? That doesn't sound right, that sounds OP! Pure healers would be dead on arrival, etc' Well, yes and no. See, while it's 'theoretically possible', the factors that go into it would be ridiculous and never actually play out in practice. To put up that healing would require using all four augments at once, and with their 4 stack limit, you'd either have to quadweave them to get them all lined up (which noone would want to do) or have their durations staggered. You could Krasis and doubleweave effects together, getting you 3 stacks of 'everything is lined up', but then you have the other issue of pulling this off: MP costs. Applying 4 of these augments, plus the Krasis for swiftcasting to get them lined up better, would run you 4000 MP. Almost half your entire bar! Yes it's theoretically possible to do it, but you'd probably not need this amount of healing, and would rather juggle your Addersgall tools to reduce the amount of different augments you're applying, because you'd rather use the MP in a more rationed out way, to keep your other tools being used effectively and not letting them overcap, etc. I'm fairly sure some other stuff would need to be changed about too, such as removing the regen trait from Kerachole (or changing it to a barrier, cos, y'know, we're a barrier healer) to incentivize actually using these augments.

    By having Toxicon and the new Addersting gauge be a damage increasing effect granted by Augment Stack consumption, Addersgall being refreshed faster by Toxicon consumption, and MP being restored by Addersgall consumption, we create a cycle of 'Spend A to get more B, spend B to get more C, spend C to get more A'. Ideally I'd want a 4th resource in the cycle to really lean into the identity of 'everything is 4' I seem to have made, but that might just be bloat for the sake of it. Either way, this I think would create a very different playstyle to the current healers, being as we're spending MP not on our healing, but on how we augment that healing. This has additional side effects too, for the more casual side of the playerbase. First and foremost is the fact that, if the base healing kit is MP-Free, we can spam it as much as we want. There's no need for anyone to say 'oh but what about the new healers this will be overwhelming' because if there's a panic situation, we can spam Prognosis and it is completely free. Eukrasian Prognosis, that still costs though.

    Secondly, and this is purely by accident I swear, but this actually makes Piety be more than just 'OK I have enough now it's a dead stat'! See, if you generate more MP than you need, you can't really do anything with it in the current game, it's just...there. With this however, in the same way that we dump spare Addersgalls on Druochole just for the MP restore, we can dump spare mana on Krasis or Soteria or whatever. Why? Because spending those stacks gets us Addersting gauge, which gets us to Toxicon, and Toxicon gets us more damage! By getting more Toxicon uses in the fight, it would help to offset the 'less damage' that comes from having more Piety on your gear. Of course, careful balancing would need to be done to make sure 'stack Piety on purpose for more uptime on Toxicon' is not the prevalent strategy. Or maybe it wouldn't? Maybe 'Crit isnt the best stat by a country mile' would actually be a great breath of fresh air for the game?

    Overall though, I think this would allow for a completely different mindset on how we heal, vs how we do damage. Everything feeds into each other in a cycle, incentivizing intelligent rotation of resources to overcap as little as possible, and clever use of which augment skill and when would allow for a real 'damage done = more healing done' aesthetic via Pankardia and Soteria. I didn't even need to remove any buttons from the class (not even Pepsis!), instead only needing to add one, Pankardia. If we do need to remove a button to make room though, I'd nominate Pepsis though. Nothing suggested is the 'be all end all', but I think it's fairly telling that people all have ideas for the class, and seem to have gone in completely different directions on it. It really shows, to me at least, how much room there is for growth for the class, beyond it's current form as 'SCH without fairy jank'.


    tldr, 'I agree with the sentiment, the design direction and concept, just not necessarily the specific move chosen as I believe there to be an alternative candidate that might work better'

    Quote Originally Posted by Aravell View Post
    I will say though, planning ahead is really more SCH's identity, I would like to see SGE expanded as a reactive shield healer more rather than having them dip into pre-preparation too, like how SCH functions.
    I'll just copypaste out the idea for Pepsis I have above:

    14: Pepsis now costs 500mp, has a very low CD (maybe 5sec), and generates 8 Addersting on use (even if it doesn't do anything you get the gauge). When Eukrasian Diagnosis or Eukrasian Prognosis break, they leave a buff on that player called Second Opinion for about 5 seconds. When Pepsis is used, it consumes Second Opinion to heal that player for the amount of HP the barrier protected for.

    Maybe the heal amount could be 'the HP the shield value held', maybe it could just be 'heal based on the potencies ascribed by Pepsis (350 for Prognosis, 450 for Diagnosis), but being able to 'Ukemi' a raidwide sounds like it could be an interesting 'reactive shield healer', no? If we imagine something where we are constantly having to apply shielding (Harrowing Hell, for example), being able to weave in a Pepsis every now and then to compensate slightly for the fact E.Prognosis has that awful base healing of 100p could be cool. Then again, if I had my way, it'd use the base amount of healing from regular Prognosis (300p), with the shield % adjusted so that E.Prog is 'Prog, but the shield is slapped on top' as described in the dropdown box

    Either way, Healer Ukemi lets go
    (0)
    Last edited by ForsakenRoe; 03-06-2024 at 09:24 PM.

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