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  1. #1
    Player
    Loggos's Avatar
    Join Date
    Nov 2011
    Posts
    1,010
    Character
    Kaeya Alberich
    World
    Twintania
    Main Class
    Pictomancer Lv 100
    Sometimes I wonder if it would be better if SE just developed two different kits per class. A simple one that's perfectly capable of clearing casual content and an advanced one that you can select/toggle on and off in your actions and traits window.

    The advanced one can be used in every piece of content so if you want to go ham with your rotation on a casual boss you can do that but the simple one can't be used in hardcore content. (For healers this would probably not mean that much more fun re: healing in casual content but you could give them a proper damage rotation for their advanced kit at least.)

    I know this will never happen! It's just a thought experiment.

    But I really think the problem is that you have so many players of vastly different skill levels and you try to serve them all with one kit. Those groups are so diverse that it seems nearly impossible to serve them all with just one "product".

    So if your ideal is that this game is a theme park, as Yoshi says, where lots of different groups can spend their time, but those different groups can't agree on one kit because their wishes and gameplay styles are mutually exclusive, then perhaps you need expand your "product pallette" to live up tp your themepark ideal.
    (2)
    Last edited by Loggos; 06-21-2024 at 04:34 AM.

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,443
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Loggos View Post
    Sometimes I wonder if it would be better if SE just develops two different kits per class. A simple one that's perfectly capable of clearing casual content and an advanced one that you can select/toggle on and off in your actions and traits window.
    The way to do this is by balancing potencies intelligently. For a quick example, take WHM. I often mention my idea for it would be to add a new button, Water (later Banish), with a 15s CD and dealing just 40p more than Glare. Then, lowering Dia to 12s duration, and changing it's potency from 65+65 per tick, to 150+70 per tick, going from 715 total over 30s, to 430 over 12s. By increasing Dia's base potency, clipping it by accident/purposely for movement would lose you less damage, helping those players at the skill floor to keep up. Additionally, if you ignored the proposed Banish (350p) entirely, and just use Glare in its place, you'd lose just 160p per minute, pretty much half a Glare worth of damage. We don't need to have SE's constant ballooned potencies on things, like the new Glare 4 being somewhere in the 500s. By keeping the 'optimal gameplay' that people seek for the 'skill ceiling' as a gain, but a very small gain to keep the skill floor able to clear content easily, then you can have the best of both worlds: A complex rotation to aspire to mastering, yet one that is entirely optional (and can be easily 'dropped out of' to heal when necessary)
    (3)
    Last edited by ForsakenRoe; 06-21-2024 at 04:40 AM.