
Originally Posted by
Kohashi
If you are able to design a fun, complex, customizable, rewarding system that requires no more than 10 buttons, and which has the "perfect" balance of damage and healing, I will be happy to hear your ideas.
I PF Savage for prog, I know about how people can be more/less easy to heal. Problem is, I can handle the unexpected 'someone standing in the wrong place' with one of my many OGCDs as a SCH, or as SGE. It's only on WHM, where we are very heavily constrained to the GCD timer, that we cannot respond as effectively. So it doesn't help the problem of 'I have to press Broil 22 times per minute', unless enough people stand in the wrong place that I've burned through all of my OGCD actions and am forced to resort to Adloquium and Succor.
If you mean Damage AND Healing have to both be covered by that 10 button count, that seems to me to just be 'stacking the deck' to try and engineer a 'ha see you can't do it' result. FFXIV works on button counts of 24+ and always has, even in ARR. Nevertheless, they say 'restrictions breed innovation', so here's my attempt at it:
1: Stone/Glare (empowers into Quake): Filler spell, grants 1 Vigilance (a new 0-100 gauge)
1B: Quake: Deals (current potency of Stone/Glare) + 110, and 50% less to nearby enemies
2: Aero/Dia (empowers into Tornado): 12s DOT, grants 1 Vigilance, plus 1 per tick (total 5)
2B: Tornado: Deals (current potency of Aero/Dia) + 30, and 50% less to nearby enemies. Applies Aero/Dia DOT with +20p per tick, and with 50% of that damage per tick to nearby enemies
3: Water/Banish (empowers into Flood): 15s CD attack, grants 5 Vigilance
3B: Flood: Deals (current potency of Water/Banish) + 110, and 50% less to nearby enemies
4: Blessing of the Elementals: AOE damage-neutral Heal, costs 50 Vigilance. Empowers the 3 attacks into their 'ultimate' form, causing them to deal more damage and be AOE
(Quake, Flood, Tornado added together, add up to deal the damage of the Glare/Dia/Banish, plus the Glare that would be lost casting Blessing of the Elementals.)
5: Cure 2: Single Target Heal, grants 10 Vigilance
6: Medica 3: AOE Heal of Medica1, plus the Regen of Medica3, 12s duration. Grants 3 Vigilance on cast, 3 per tick (total 15)
7: Afflatus Solace: ST Heal, Lily Spender. Lilies are generated every 20s
8: Afflatus Rapture: AOE Heal, Lily spender
9: Afflatus Bastion: AOE Barrier-applying Lily spender (doesn't heal HP, only applies the barrier effect)
10: Holy (turns into Afflatus Misery when Blood Lily is prepared): Deals AOE damage, stuns for 4s. Grants 2 Vigilance per enemy hit
10B: Afflatus Misery: Big damage AOE hit, functions as a refund for the damage lost by spending Lilies. Also stuns like Holy. Grants 2 Vigilance gauge per enemy hit
10 buttons. It's got the basic stuff (healing allies, protecting allies, having an actual rotation, interplay between damage and healing actions). There's room for complexity built in, via things like 'try to line up the order you use Lilies/Gauge, so that Misery Quake Flood and Tornado all get used in raidbuffs'. I would argue that the above would be fun (which is a subjective metric so I expect you'd disagree), complex (what one finds complex another might not, so again subjective metric), and rewarding (subjective metric). It's not customizeable because A: I don't know what you even mean by that, like taking an action out and putting another one in from a selection? And B: FFXIV does not handle 'player has an actual choice' very well, which is why we had the 'allocate main stat' system removed so early on (because 'your main stat' was the only correct choice). I'm surprised Materia still exist at this point