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  1. #1
    Player
    bitofabother's Avatar
    Join Date
    Jun 2024
    Posts
    14
    Character
    Aune Elani
    World
    Malboro
    Main Class
    Astrologian Lv 97
    I think you're onto something. The tradeoff like that is really interesting, since it would even add some real MP management back in. It wouldn't be incredibly punishing to have a ~1.5x delay GCD, for most levels of play, in case someone used them at a bad time and needed to react with a big followup heal.

    I think cards still need (a better) rework under this, because otherwise the button setup for the draw slot will be hard to sort out for a lot of levels (going off how much I already hear of people using macros for cards on each slot). I'm not sure that this many Play buttons for single target can really be addressed.
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  2. #2
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by bitofabother View Post
    I think you're onto something. The tradeoff like that is really interesting, since it would even add some real MP management back in. It wouldn't be incredibly punishing to have a ~1.5x delay GCD, for most levels of play, in case someone used them at a bad time and needed to react with a big followup heal.

    I think cards still need (a better) rework under this, because otherwise the button setup for the draw slot will be hard to sort out for a lot of levels (going off how much I already hear of people using macros for cards on each slot). I'm not sure that this many Play buttons for single target can really be addressed.
    When I read "Role Actions:
    Add a new role action called Charge which is a 5s cast time spell that restores 1k mana. Gives healers something to do during downtime with no healing, and maximizes optimization opportunities while giving casual healers a failsafe in case they run out of mana." Well, "interesting" is not how I would view this, it's sound rather punishing. I would rather have useful things to during downtime, not some artificial "are you awake? we'll make sure you are!" skill.

    It's also one thing to tie a resource to what can technically be seen as an optional (ins some content) skill- DPS- but not when it's tied to their core skills, healing.

    So "Mana spenders that have long cast times and high damage should be added to every healer, allowing them to gain stacks, or deal additional damage in exchange for heavy mana consumption. Properly managing these should lead to interesting but not required optimization", no not really interesting, especially when added to additional consequences such as decreased healing during heavy movement phases.
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  3. #3
    Player
    glamazon's Avatar
    Join Date
    Jul 2019
    Posts
    227
    Character
    Glamazon Amazonia
    World
    Mateus
    Main Class
    Astrologian Lv 98
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