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  1. #41
    Player
    Rivxkobe's Avatar
    Join Date
    Dec 2015
    Posts
    536
    Character
    Carmine Altair
    World
    Zalera
    Main Class
    Samurai Lv 80
    I have a HUGE pet peeve about balance and people posting obviously overpowered ideas. So, sorry about this but it really grinds my gears.


    Quote Originally Posted by Sylvain View Post
    Benediction of the Star
    personal buff, 20sec CD, 15sec duration. affect only 1 spell
    20 second cooldown? That's a bit extremely low for this game.

    Quote Originally Posted by Sylvain View Post
    Benefic 1 and 2
    Diurn: Leaves a HoT healing for 100% of the healing done over 12sec
    Noct: Leaves a shield equivalent to 50% of your healing done.
    Diurn is insane. Sure it'd probably overheal for most of it but if you critted a Ben2 you could essentially ignore the tank for ages.

    Noct is also strong.

    Quote Originally Posted by Sylvain View Post
    Aspected Benefic:
    Diurn: Double the duration of your heal over time
    Noct: Always crit
    Diurn is just silly.
    Noct makes the last one pointless as they are essentially the same.

    Quote Originally Posted by Sylvain View Post
    Aspected Helios
    Diurn: Double the potency of the Heal over Time but halve the duration
    Noct: Always crit
    Diurn is pointless.
    Noct is silly and an obvious "pop this to block sh*t tons of damage for your whole team in all modes"

    Quote Originally Posted by Sylvain View Post
    Essential Dignity
    Diurn: Does not trigger the cooldown
    Noct: Grant a buff reducing dmg taken by 50% for 4sec to the target
    This is just... Essential Dignity is borderline overpowered as it is now.
    Diurn is just ridiculous.
    Noct is too.

    Quote Originally Posted by Sylvain View Post
    Gravity
    Diurn: Apply slow and fatigue to the enemy, reducing movement speed by 75% and AS by 25% for 6sec
    Noct: Gravity trigger again 3 sec later.
    Noct gives you a free gravity, at no mana cost, every 23 seconds. Groups of enemies would be a joke. Diurn with a 25% AS slow for 6 seconds? A strong defensive tool but outshined by Noct.

    Quote Originally Posted by Sylvain View Post
    Stella
    Diurn: Root the target for 5sec
    Noct: Apply combust 1 and combust 2
    Diurn would never use this. Root is trash. Noct version is way better.

    Quote Originally Posted by Sylvain View Post
    The goal is to have more situationnal buff to help us deal with different situations in a more original and interesting manner. Instead of boring buffs like "Increase your heal potency by 30% for 15sec..."
    The goal seems more along the lines of making AST completely broken overpowered. That, or you just don't understand balance.

    Quote Originally Posted by Sylvain View Post
    I want Lightspeed reworked. I rather have charges on a short cooldown. Like, Every 30sec we get one charge of Lightspeed, and activating it only affects the next spell. Up to 3 charges.
    Why? To make it even stronger? Being able to sit on charges and popping them when we need them would just be too strong. Especially if each is on a low cooldown. Lightspeed is fine as it is.

    Quote Originally Posted by Sylvain View Post
    Fortune
    1min last 15sec.
    You draw a card with an additional effect. The card you draw does not benefit from Royal Road and can't be stored nor redrawn.
    Arrow: Allow casting while moving. Last 15sec
    Balance: Next 3 skills will have a garanteed crit, last 15sec. Balance also increase healing potency by 20%(dps and heal basically)
    Bole: Prevent death, if death occure, the card is consumed and restore 25% of max health. Last 15sec
    Spear: Every second, all your abilities'cooldown are reduced by 2sec. 15sec.
    The Ewer: Skill cost no mana, 10sec duration
    The Spire: Your skill cost no TP

    We're still about card, but we have enough control. Here the idea is to draw a super card, however, since it's a super card, you can only give it to one player and it can't be enhance. (except time dilatation / Astral opposition).
    This card would require more thought on use as they can benefiate many job much more than the default stat bonus.
    For instance, the spear on a BLM or a Healer on a fight with high movement would be extremely beneficial.
    Or throw on Ewer and let them spam fires forever. Balance is a HUGE DPS increase and no one would ever use it on a healer. Arrow would just be nuts. Spear makes no sense as it cuts all cooldowns down by 30 seconds, when you have a cooldown on your list that takes 20 seconds. And with Bole you can just slap it on the tank and focus on DPS, sure it only lasts 15 seconds but if timed right you essentially have twice that (or more) of free DPS time, depending on the damage going out and cooldown usage. For just a one minute cooldown these are all way to powerful. This makes AST/AST an insanely powerful combo.

    Quote Originally Posted by Sylvain View Post
    Twlight Shift
    45sec CD
    For the next 10sec, your Sect is reversed.
    I don't see the point in this other than to just further break the balance of an AST. Ast would be able to everything they need to with this without stepping on the toes of, but pushing out, their co-healer, further making AST/AST strong.
    (2)

  2. #42
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Rivxkobe View Post
    20 second cooldown? That's a bit extremely low for this game.

    Before continuing adressing your numerous quote, when I had this "blessing of the star" in head, it was mean to be part of our core healing tool. The job would be balanced around having an enhanced spell every 20sec, as we are balanced around giving potent buff every 30sec.


    It also wanted to make healing more intertaining through those spells. FF14 suffer from most job having too many "Increase healing/dmg/tankiness by X% for Ysec", there are too many coefficient buff that involve very little gameplay. I don't say these aren't strong, far from that. But they're not engaging, they're boring. Synastry for instance is a great example of powerful cooldown that can change the way you heal for its duration. It could have been a "+30% heal and casting speed" and be as useful on multi-target heal. but the current synastry is, imo, more fun to use and unique.

    I also had for an idea to make make the sect thing matters more than a simple HoT vs Shield on two spells. It is mostly to give more interesting gameplay to the Astromancer. More flavor as I find most of our skills extremely mainstream and boring. Heal, big heal, aoe, big aoe. The only fun one we have is essential dignity.

    Also, I would like to point that the shorter a cooldown becomes, the more it becomes part of the standard balancing of the job. For instance, if Synastry was a 30sec cooldown, the job would be balanced around having it up 50% of the time and not as having Synastry as a situational skill which greatly increases our healing output.

    Finally, when I wrote that, I assume that other healer would get new tool of equal power.

    Quote Originally Posted by Rivxkobe View Post
    Diurn is insane. Sure it'd probably overheal for most of it but if you critted a Ben2 you could essentially ignore the tank for ages.

    Noct is also strong.
    I didn't think about the crit when I wrote it, and you're totally right on a ben2 crit spell would make it way too strong, perhaps a fix potency bonus would be better.
    Also, Diurn is meant to give more healing output than Noct as it can, as you pointed, greatly overheal.
    Quote Originally Posted by Rivxkobe View Post
    Diurn is just silly.
    Noct makes the last one pointless as they are essentially the same.
    I don't find Diurn to be especially strong here. It simply saves you one cast on the target.
    I had no good idea for Nocturn on this one...

    Quote Originally Posted by Rivxkobe View Post
    Diurn is pointless.
    Noct is silly and an obvious "pop this to block sh*t tons of damage for your whole team in all modes"
    Well, my idea for Diurn was to make it heal much faster. Instead of having to wait 24sec for the whole heal to take effect, it would only take 12sec.
    I guess the duration of the shield plays a role here... a reduced duration on the shield for better timing?

    Quote Originally Posted by Rivxkobe View Post
    This is just... Essential Dignity is borderline overpowered as it is now.
    Diurn is just ridiculous.
    Noct is too.
    Do you find this much stronger than Aspected Benefic / Benefic / Aspected Helios.?
    Because if you find these as OP as the one before, than it's balanced.


    Quote Originally Posted by Rivxkobe View Post
    Noct gives you a free gravity, at no mana cost, every 23 seconds. Groups of enemies would be a joke. Diurn with a 25% AS slow for 6 seconds? A strong defensive tool but outshined by Noct.
    Would it?, 25% AS slow on a fight with heavy AA mobs could proved to be more interesting. Unless the one bonus gravity is a game changer, keeping the tanks alive could be as potent imo. Unless the mobs do more than AA, this is an effective 25% dmg reduction for 6sec.
    I thought the Noct gravity would be more fun in 4man to clean faster ^^*

    Quote Originally Posted by Cynfael View Post
    The suggested Noct ability here is waaaaaay better than the suggested Diurnal ability. Root is a trash crowd control in this game outside of PvP and the odd raid mechanic, while an AST version of Tri-Disaster would always be amazing.
    Quote Originally Posted by Rivxkobe View Post
    Diurn would never use this. Root is trash. Noct version is way better.
    I mostly thought of PvP for this one. So no surprise.
    The true question is, on an actual hard fight (and not an overgeared fight solo-healable), would you spend the cooldown to apply the 2 dots?


    Quote Originally Posted by Rivxkobe View Post
    The goal seems more along the lines of making AST completely broken overpowered. That, or you just don't understand balance.
    I thought of these by assuming that other healing job would receive skill of equal power.
    If we were to go back to ARR and say "Oh look, I had an idea for BLM, we could have FireIV which has a potency of 280 and can only be used with a 5% dmg buff." what would you have said? Fire1 potency is 180, FireIV is 280, sure why not buff BLM who already top the DPS chart a 60% dmg buff.
    Or perhaps we could have a healer that can, every min, grant everyone 10% dmg bonus for 30sec.
    If all healer receive equally strong new tool, then no one is overpowered. Yes, if they were to implement that in 3.5 it would be utterly broken and OP. I do realise it.
    Also, increasing the cooldown to the regular 60-90-120sec would be counter productive.
    Through theorycrafting, everyone will agree that 1 or 2 spell clearly outshine the other. This would lead to everyone simply keeping the cooldown to use it on that single spell.
    However, if you put it on a short cooldown, even if some spell could bring better result, at the moment the cooldown is up, these situation might not occure and it would be better to use it on something else. Essential dignity no cooldown is broken, but would you actually need a free essential dignity every 20sec? Do you need that big burst on the tank every20sec? or that huge aoe every 20sec? The odds are you'll probably need one of these every 20sec, but not any. So by putting it on a short cooldown, you incite the player to adapt more to the situation instead of waiting that X event occurs to use Y 180sec cooldown.

    Quote Originally Posted by Rivxkobe View Post
    Why? To make it even stronger? Being able to sit on charges and popping them when we need them would just be too strong. Especially if each is on a low cooldown. Lightspeed is fine as it is.
    Seriously, when you activate it do you really need all those instant spell? I sure don't.
    When I activate it it's always for 1-2, perhaps 3 emergency spell at most. I don't need it for 10sec, 20 if I dare use celestial opposition at the same time.

    Quote Originally Posted by Rivxkobe View Post
    Or throw on Ewer and let them spam fires forever.
    Balance is a HUGE DPS increase and no one would ever use it on a healer
    (I don't say you should use it on a healer. I give it as a possiblity that on a very healing intensive moment, a few crit heal could prove more useful than 0.5-1% of the boss hp).
    Quote Originally Posted by Rivxkobe View Post
    Arrow would just be nuts.
    It would be nut if you happen to draw it when everyone has to move. Not every fight requires you to move at any given item. Its strength could range from nut to useless depending of when you draw it.
    Quote Originally Posted by Rivxkobe View Post
    Spear makes no sense as it cuts all cooldowns down by 30 seconds, when you have a cooldown on your list that takes 20 seconds.
    mmm you,re right. Perhaps reducing the cooldown on only one skill would be enough. (longest remaining cooldown?)
    Quote Originally Posted by Rivxkobe View Post
    And with Bole you can just slap it on the tank and focus on DPS, sure it only lasts 15 seconds but if timed right you essentially have twice that (or more) of free DPS time, depending on the damage going out and cooldown usage.
    For just a one minute cooldown these are all way to powerful. But you can't change the card nor apply any other effect. you get that buff and that's it x_x
    Quote Originally Posted by Rivxkobe View Post
    This makes AST/AST an insanely powerful combo.
    Okay I have to agree with you here
    Quote Originally Posted by Rivxkobe View Post
    I don't see the point in this other than to just further break the balance of an AST. Ast would be able to everything they need to with this without stepping on the toes of, but pushing out, their co-healer, further making AST/AST strong.
    But I like astro
    More seriously, what would you add then?
    (1)
    Last edited by Sylvain; 01-09-2017 at 10:33 AM.

  3. #43
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Sylvain View Post
    The true question is, on an actual hard fight (and not an overgeared fight solo-healable), would you spend the cooldown to apply the 2 dots?
    *blink* This isn't really a question. Of course you would apply both.
    (0)

  4. #44
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Cynfael View Post
    *blink* This isn't really a question. Of course you would apply both.
    Then great, my idea behind the skill works. You would use the skill in a way I wouldn't. On a tough fight I would rather keep the cooldown for healing to ensure no one dies for if someone dies during the 5sec window I'm in cleric stance, the DPS I'd bring wouldn't compensate the dps loss from the death + debuff on the dps.

    Without looking too much at the number of some bonus... as they're just here to give a broad idea. (And the lack of originality of all the "garanteed crit" on noct stance). If everyone would use the cooldown to enhance different spells to match more their healing style, then perfect.
    (1)

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