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  1. #1
    Player
    Hatstand's Avatar
    Join Date
    Jun 2019
    Posts
    307
    Character
    Jenny Davar
    World
    Kujata
    Main Class
    Weaver Lv 70
    Quote Originally Posted by EaMett View Post
    The thing is, if it doesn't nourish the blood lily you would need the potency to be higher than glare to even bother and lilies would then become a dps mechanic. If it does nourish the blood lily you basically have a dps positive heal window which no other healer has and you enter a bit of a balance nightmare situation.

    The current iteration is so good because lily cost is equivalent to an ogcd cost. Anything that screws with this will basically break the mechanic.
    My suggestion (over in the WHM thread) was a potency 150 dps move that nourishes the blood lily for half as much as a heal. It'd delay your misery by 15 seconds, and so 150 potency would keep it dps neutral with misery. It would only be half the potency of a glare, so it'd have to be woven to be used effectively, but it would keep the timer on lily generation rolling. (And would give you a choice between a small bit of extra dps now and more later, since misery is aoe.)

    It'd have niche uses. It'd be useful close to the end of a fight when you knew another misery wouldn't make it, or in dps checks that you haven't lined up correctly with your misery to help a bit with dps while weaving in your instant heals rather than clipping broil.

    Then again, much like ruin 2 you'd probably have to double weave to keep it ahead of glare. Having such powerful nukes actually seems really bad for healers. It makes it hard for anything other than a nuke spam to be optimal. Maybe the right solution is to nerf glare. Then WHM could have a utility button like they’ve been asking for and we could also give them more interesting alternatives to glare without them being too OP.
    (0)
    Last edited by Hatstand; 08-31-2019 at 11:08 PM.

  2. #2
    Player
    EaMett's Avatar
    Join Date
    Dec 2016
    Posts
    1,430
    Character
    Ea Sin
    World
    Faerie
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Hatstand View Post
    My suggestion (over in the WHM thread) was a potency 150 dps move that nourishes the blood lily for half as much as a heal. It'd delay your misery by 15 seconds, and so 150 potency would keep it dps neutral with misery. It would only be half the potency of a glare, so it'd have to be woven to be used effectively, but it would keep the timer on lily generation rolling. (And would give you a choice between a small bit of extra dps now and more later, since misery is aoe.)

    It'd have niche uses. It'd be useful close to the end of a fight when you knew another misery wouldn't make it, or in dps checks that you haven't lined up correctly with your misery to help a bit with dps while weaving in your instant heals rather than clipping broil.

    Then again, much like ruin 2 you'd probably have to double weave to keep it ahead of glare. Having such powerful nukes actually seems really bad for healers. It makes it hard for anything other than a nuke spam to be optimal. Maybe the right solution is to nerf glare. Then WHM could have a untilitu button like there been asking for and we could also give them more interesting alternatives to glare without them being too OP.
    It's late so I'm going to think out loud here to make sure I don't make mistakes. Half a blood lily would be essentially equivalent to 112.5 potency. To which you add 150 for a total of 262.5 potency. Although that isn't a dps positive healing window it's still a cost opportunity of 40ish potency for a weave. If that's correct you end up having different cost opportunities for weaves among healers and that's really hard to balance properly. Even moreso considering they haven't managed to balance things before and decided to homogenize to make it easier. This would go against that.
    We need to keep in mind that lilies are already such a good mechanic that you would still use them even if they did nothing other than feed the blood lily. It would still allow you to make small gains on your weaving.

    All in all it's even harder to consider these types of changes when you have simpler options, like you could simply add potency to an existing skill "as is" with fluid aura. Add 80 potency which means it's basically only a dps gain if you weave it and call it a day. That alone would already be a good gameplay improvement. If you think WHM is in a good spot DPS wise currently you can even nerf a dot or something to make up for it.
    (1)
    Last edited by EaMett; 08-31-2019 at 02:59 PM.