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  1. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,343
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Something to note about SGE, that I think might be important to understand why people have such strong views on its implementation, is this line from the announcement back at the EW Fanfests:



    People have very different perceptions of what 'augments abilities' means, I expect. For example, while some might argue that Zoe counts as this, because it empowers the next heal to be stronger, or Eukrasia counts, because it modifies the next ability's effect, I'd personally argue that 'if you're going to use the line to show how the new class is cool and hype, it'd better be something that other jobs don't do'. Zoe empowers the next one action, like Recitation does on SCH. Eukrasia modifies the effect of the next one ability, as is the case with Emergency Tactics. So, IMO, they're very lackluster displays of 'augments abilities', when compared to the high hurdle of 'this is a defining feature of the class, enough to be put on the Fanfest info slide'. For comparison, RPR's slide has this:



    We can debate whether it is as dynamic as the slide claims, but it definitely does summon a voidsent to help in combat, and sometimes fuses with it. And these are things that no other class does, so it's new and hype.

    When I look at 'augments abilities' on the SGE slide, one ability stands out as feeling like it does something unique, something that would set the gameplay of SGE apart from the other healers: Soteria. It's unfortunate that the balance of the job's overall kit renders Soteria a bit overshadowed, but I think that Soteria, augmenting the ability Kardia, fulfills the definition of that slide's bulletpoint the most accurately. Which is why I would like to see SE just add more Soteria-like actions to SGE, with a much shorter CD, and make SGE's defining gameplay be 'it augments Kardia to help it handle healing requirements, without having to let up on the offense'. Philosophia is a nice addition in terms of 'Kardia style heal but AOE', but A: it doesn't benefit from Soteria and B: It's got a ridiculous 3min CD. As shown in the thread I linked, I'd much prefer to have the 'augment' actions be a very low CD (eg 5s), and instead gate their use via another method, such as MP costs. That allows Kardia, and augmenting its effect, to be a much more front-and-center part of the gameplay loop, a much more active contributor to the overall healing profile of the job.

    Quote Originally Posted by Rein_eon_Osborne View Post
    Now we’re left with an impotent variant that’s only beneficial in the nichest of niche cases. All because of the bloody 80p/minute gain.
    Ah but you are completely incorrect

    ... its actually 60p/min, Dosis is 370p nowadays. Over the course of a 12min enocunter, that's (slightly less than) two whole Dosis casts you'd lose! /s

    On the topic of it though, if they really had to make the two DOTs not stack for whatever reason, wouldn't it feel so much better if, instead of 40p for 30s, E.Dyskrasia applied the regular E.Dosis DOT (75p per tick), but for 15s? You wouldn't ever use it in single target, still (due to it overwriting), but it'd at least be worth pressing it in more AOE pulls, as it stands I find it hard to find a trash pack that actually lives for 30s
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    Last edited by ForsakenRoe; 02-23-2025 at 12:50 PM.