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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    13,073
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    I don't really see the point in punishing players for using a single, quick X potency heal without having first used the slower X+Y potency heal. That seems like that's just devalue ability to estimate incoming damage and C3's capacity to, say, heal a weak but short White Hole mechanic without needing oGCDs (so long as the team stacks). I don't want heal combos or arbitrary need to save something for after the very thing most likely to make it redundant.

    If the problem is button count, then just allowing Medica (and perhaps M2) to center on others and deal double the initial (or an additional 400p) healing to the target and those within n yalms seems a plenty iconic capacity already, saving just as many keys without the loss of choice in timing.

    Meanwhile, I'd go the opposite way for M2, reducing the initial potency and shuffling that into ticks, perhaps via some indirect benefit (say, overheal ticks increase maximum HP for the remainder of the original M2 cast's duration). That way there's still a measure of choice.

    Else, if you really want a unique but button-dense approach, just extend off WHM's conjury theme and introduce some related traits that can spread and/or duplicate-over-time their overheating. Perhaps even allow them to convert the HoT to other things (say, by allowing Benison to absorb incoming periodic healing up to X% of target HP) and/or apply brief buffs to allies that would incentive bursting a heal off of one vs. another, etc. perhaps do so only off of crits, with some heals having higher crit chances than others or ramping their chance towards a guaranteed crit and giving a bonus to a(ny) other heal once they Crit, etc.


    Heck, have healing potency done (perhaps taking the best recent per target cast) briefly increase your Offensive Magic Power so that you can seed a Regen or empowered Cure II just before a burst damage phase, while Wind spells in turn can increase access to early cast completions for healing spells or access to instant heals (say, by having each tick reduce Cure's cast time by .1 GCDs, etc, as not to need the Afflatus buttons and to be more distinct from SGE.
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    Last edited by Shurrikhan; 11-09-2024 at 02:43 AM.

  2. #2
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,674
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I don't really see the point in punishing players for using a single, quick X potency heal without having first used the slower X+Y potency heal. That seems like that's just devalue ability to estimate incoming damage and C3's capacity to, say, heal a weak but short White Hole mechanic without needing oGCDs (so long as the team stacks). I don't want heal combos or arbitrary need to save something for after the very thing most likely to make it redundant.
    What punishment? You'd still be able to cast Cure 3 without applying Medica 2 beforehand, and it'd cost the same MP cost that it currently does. It'd only be as 'punishing' as it currently is, that's the baseline, the 'half MP cost' effect can only be viewed as a bonus. And WHM is the healer that has Thin Air, so in those cases where 'you want to use Cure3, but not Medica2 beforehand (EG you need the healing right now)', that supposed 'punishment' of the MP cost being higher, can be easily avoided

    The trait is intended to, among other things, give Medica2-Spammers an incentive to not spam Medica2, given that it'd have a boosted initial potency. If they're going to spam a spell that costs a lot of MP, I'd rather try and guide them to use one that costs 750 and heals for 50% more, rather than the one that costs 1000MP, if only to slow down how fast they run out of MP.

    I'm failing to see how the trait I suggested can be interpreted as anything but a positive, when compared to the current forms of each of the involved spells

    The idea of 'Medica 1 deals double potency to the main target' kills Cure2 as a button (they're both 800p healing for 1000MP), and 'Medica1/2 heal in an AOE around the target' encroaches on Cure3's territory (with added range). I don't agree with the idea of replacing the Cure spell line (something that has existed in FF since the start) with Medica (something invented for this game)
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    Last edited by ForsakenRoe; 11-09-2024 at 09:01 AM.