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Thread: RDM Scortch

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  1. #1
    Player
    Singularity's Avatar
    Join Date
    Jan 2014
    Posts
    351
    Character
    Ariane Aster
    World
    Cerberus
    Main Class
    Red Mage Lv 100
    The value of a proc is not simply the mana gained from the Verstone/Verfire. Since the spells are GCD, casting one means pushing out another spell that could have been cast in that GCD, almost certainly a Jolt. Since you're sacrificing a spell that gives 6 mana for one that gives 9, the value of the proc is actually only +3.

    I agree that we wouldn't want the best finisher to be so good that it makes it worth overcapping or ignoring procs. There should be situations where Verholy/Verflare are correct, thus creating gameplay by allowing the player a situation to evaluate and a decision to make. I put in some rough numbers, but those could easily be tweaked to produce the desired effect.

    Changing the phrasing on Verholy/Verflare doesn't quite achieve the same effect. The proposed Scorch gives the player an extra, harder situation to aim for (with a higher reward for hitting it). Changing the existing finishers would simply remove the need to set up unequal mana, so you'd actually have fewer things to take into consideration during gameplay. "I don't need to worry if my mana is equal or not" isn't the same as "I want to set up my mana to be equal".
    (0)

  2. #2
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Singularity View Post
    I agree that we wouldn't want the best finisher to be so good that it makes it worth overcapping or ignoring procs. There should be situations where Verholy/Verflare are correct, thus creating gameplay by allowing the player a situation to evaluate and a decision to make. I put in some rough numbers, but those could easily be tweaked to produce the desired effect.
    Alright, let's say we play it your way.

    Scorch: Deals unaspected damage with a potency of 580.
    Additional Effect: Increases both White Mana and Black Mana by 9
    Additional Effect: Become both Verfire Ready and Verstone Ready if Black Mana is exactly equal to White Mana at time of execution.
    Can only be executed after landing Enchanted Redoublement.

    Tada, a version that is by that standard exactly equal to the other Verfinishers.
    We finally have a third finisher that's not worth "overcapping or ignoring procs" while leaving value for the other two buttons.

    1) How do you intend to uptune this to "reward a harder situation" and make it worthwhile without turning it into the "lazy option" for, frankly, the types of players who macro their rotation or refuse to cast DoTs?
    2) Mechanically, what's the upshot to our gameplay of having three buttons for the same task, outside of satisfying this compulsory sense of "immediate balance"?
    (1)
    Last edited by Archwizard; 06-14-2019 at 12:21 PM.