Are you saying that Aurora would not be more interesting if the visual effect were an actual aurora on the battlefield vs a sparkly Cure-looking effect? Or are you commenting on the idea of an effect that stores a percentage of healing received and turning that into a barrier is not more interesting? Because if it's the later, do note that these are simply examples that I was sharing to communicate an idea and do not need to be interpreted as definitively unchanging suggestions that must exist as they are written or the entire concept completely falls apart.
Also, reworked actions aren't things that need to be physically changed. It's not like you're manually changing what a coffee machine is to what a washing machine is where there is virtually nothing the two machines have in common and thus defeats the purpose of trying to repurposing an existing item in the first place. So while it might, in a real-world setting, be a lot easier to repurpose something to have a function that compliments the original design in some capacity... For example, cutting up an old shower curtain into a smock you can wear while painting your bathroom... It doesn't really matter what Aurora was vs what it can be changed into because what's being changed is data.
But regardless, I think you're missing the point of what I was saying anyway. I was talking about breaking down Tank sustain into two categories, so I don't really understand why we're scrutinizing a particular example, which is exactly that--an example, rather than talking about the concept.



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