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  1. #1
    Player
    Tigore's Avatar
    Join Date
    Jun 2017
    Posts
    345
    Character
    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    @Kohashi

    They brought up the Lucretia clear with a CNJ present as evidence that all the class mitigation kits together are overkill for our current content. This includes the tank and DPS.

    As for your ideas, I will ask some questions for clarity. How does the 3 Glare colors transform the other abilities? Does it work like the VPR oGCDs where you have to use it now or lose it? Or is it more akin to receiving charges on other abilities? Does the talent tree work like the Warcraft talents that used to have 3 choices (essentially long cooldown vs. short cooldown vs. passive effect) or the current ones now?

    The first paragraph directed to me saying all the healers do similar things is a bit unclear. Does that mean we would be better with just 1 class for the healer role with a talent system containing the current 4 class stuff to customize it?

    As for ideas on my end, so far I am deferring to what ForsakenRoe said for her list. It may still borrow some of Square's current spells, but it does have a half and half mix for healing and damage dealt to enemies with some buttons temporarily transforming. Although, I frankly think we would need more than 10 slots. We may need to strive to consolidate some stuff now, but this number starts to constrain multiple functions into one with little freedom to do it separately.
    (1)

  2. #2
    Player
    Kohashi's Avatar
    Join Date
    Jun 2024
    Posts
    629
    Character
    Lucaon Soho
    World
    Odin
    Main Class
    Sage Lv 100
    Quote Originally Posted by Tigore View Post
    @Kohashi
    What I am saying is that every Healer performs the same purpose but the difference lies in how. The more healers there are the more overlapping there will be especially in this game where various constraints severely limit stuff (rotations, drifts, weaving, server..etc).

    For example, a healer here would never be able to grant Spell/Skill-casting reduction due to how rotations work in this game while in theory the faster you cast spells/skills the greater the damage is no?

    As for my top-of-the-head idea with the color change, it is persistent, it doesn't expire and while it looks familiar, the PCT spell is only visual, a condensed 1-2-3 if you will. It has limited intractability and it doesn't transform all of the spells or how they perform. That role is limited to Stary Muse and directly tied to the burst phase.

    @ForsakenRoe

    I mean it is subjective what others (Tigore) think and saying it's a good way to solve an existing problem. And let's say... your suggestion is viable, the fact you need people to play perfectly already puts you at a loss. Yes, some stuff does overlap and yes you do have an abundance of spells that provide the same thing but I do think they exist to accommodate all levels of skill and execution.

    As for the innovation, it is directly tied that you simply do the exact thing SE already does. It has nothing extra or new. For example, your shield is a worse version of Divine Caress since that gives a shield + regen while yours only gives a shield.

    As for the color change, is just-> Glare hit-> change color-> persistent. Want to change? Mechanics coming? Can I dps? Does anyone need heal/rez?-> Glare again. (It can function as a "stance" change since you seem to be into that idea)

    As for the talent tree, yes I didn't mention it however I didn't limit you or explicitly say you cannot use it. The only major constraint I provided you with was that the end result should be 10 spells. How it plays, what the spells do and how was completely up to you. You just assumed there was no talent tree involved.

    As for bringing into discussion what Lucrecia did is just a very poor argument because those people not only have extensive knowledge in raiding at the top level, they also have mastery over the classes but above all coordination.
    Do you really think they went in there and were like.. hey guys.. let's go CNJ + sch, 1 pull, 1 kill. The average Joe will NEVER be able to pull that. Can it be done? Well duh!!, can 99.99% of the player base do it? Hell no! Do you even want the 0.001% to become a staple in any content, sure, if you want to kill off the game?

    As for my idea, it's just a random idea I had in the spur of the moment. Nothing planned to a T because while I do think class design can improve some people give SE a lot more shit than they should and they don't respect the depth of how the classes have been planned. This is in fact the entire purpose of the debate with you.

    Anyway, I digress..
    (0)
    Last edited by Kohashi; 01-20-2025 at 09:24 PM.

  3. #3
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    3,012
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Kohashi View Post
    What I am saying is that every Healer performs the same purpose but the difference lies in how. The more healers there are the more overlapping there will be especially in this game where various constraints severely limit stuff (rotations, drifts, weaving, server..etc).

    For example, a healer here would never be able to grant Spell/Skill-casting reduction due to how rotations work in this game while in theory the faster you cast spells/skills the greater the damage is no?
    Except we had that, both in Selene's Fey Wind and Astro's Arrow card.

    What you're doing here is assuming that because right now everything revolves around static rotations and fixed burst windows that we can't have haste buffs.


    These restrictions aren't some kind of immutable characteristic of the game, they're self-imposed by the developers since Endwalker and didn't even exist for the longest time.
    (2)

  4. #4
    Player
    Kohashi's Avatar
    Join Date
    Jun 2024
    Posts
    629
    Character
    Lucaon Soho
    World
    Odin
    Main Class
    Sage Lv 100
    Quote Originally Posted by Absurdity View Post
    Except we had that, both in Selene's Fey Wind and Astro's Arrow card.

    What you're doing here is assuming that because right now everything revolves around static rotations and fixed burst windows that we can't have haste buffs.


    These restrictions aren't some kind of immutable characteristic of the game, they're self-imposed by the developers since Endwalker and didn't even exist for the longest time.
    Fair enough but if you want to completely move away from that system, the 2.5s and weave philosophy SE might have to go back to the roots and make a different Engine plus completely re-design how every system works and interacts with each other.

    Even if you dismantle the synchronized Burst meta some spells will still have a prior system within the class and providing a spell/skill speed will skew the entire rotation. I personally do love the idea of such a buff and many more. Like for example I would love to see a Chrono Healer that would manipulate the time.

    For example a spell. Rewind - rewinds the party HP to 5s ago. Used-> let's say after a major mechanic and it will heal back to what those previous values were. (also imagine somebody low HP-> gets healed-> Rewind happens-> back to low HP-> hahaha )

    Fast Forward -> Provides a 10% Spell/skill speed reduction Or flat.. I am undecided...LOL.
    (0)