Point is that Glare 3 > Glare 4 changes literally nothing, it's just more damage and a new VFX. Your example of Holy Sheltron from another post, is different because it changes how you use Sheltron from just 'use for defense' to 'use for defense, or for the selfhealing', similarly Condemn changed how people used Execute because usually it was used at the end of a fight, but with Condemn they could get that 'execute window' big burst of damage during the start of the fight, which is where Bloodlust usually falls, changing up their damage profile immensely despite being 'the same button' since it replaced Execute. Now, if Glare 4 had some extra conditional that changed WHM's gameplay in some way, people might consider it 'new'. Or they might not, IDK, people in this game have very strange ideas about what is X and what is not X. Like how they refer to stuff as having utility, but what they are actually referring to is just 'more damage' like Mug Litany BattleVoice etc
And it wasn't an attack. If you thought it was, that says more about you than it does me, I think
They had some 'data' saying that since SCH had a lot of DPS actions, it meant that the WHM was taking the brunt of the healing work and the SCH was free to DPS. Ignore the part where the top players had the SCH doing 'more HPS' (included shields at the time, but not mit, so it'd be even more skewed toward the SCH now). It was either that, or they decided that the 'Pure healer' direction they wanted for WHM in SB didn't work out because the other two healers weren't 'pure' enough, so they all got brought low
Or maybe it was just people complaining that they were being bullied in level 24 dungeon for not using damage skills, and rather than SE doing the logical thing and saying 'report they ass then', they bent over backwards to placate the offended players, idk. For an April Fools joke SE should make only the level 1 skill for each job work (rest are greyed out), and multiply it's potency by 5. Oh, and for SCH specifically, make Embrace 10x stronger so that you can let the fairy handle the healing in an EX roulette just as well as it does a levelling dungeon from ARR. Everyone gets to see how fun it is being a healer main, the healers who got into the role so they could 'not actually play the game, but get rewarded anyway' get to live their dream, win win for everyone /s
And then it all goes back to the way it is and everyone goes 'thank god that nightmare is over'. Everyone except the healers, who ask 'wait what changed, this is our day to day'
Hang on am I understanding things right (now, and therefore wrong at the time of my previous post), is Addersgall only converted to Addersting by Damage-Loss-GCDs, and therefore the damage of the followup OGCD is to make them damage neutral? How did I miss that, okay so if that's the case, it's a little less bleh, but I'd still be a little concerned that people would be forced into stocking 3 Sting for damage buff windows and dumping everything regardless of whether they need the MP or the Mit from the Toxicon one. Then again, Misery exists, so /shrug. As for MP costs, I don't know where the extra MP was from, I was under the impression that 'competent play', ie, not using base Anamnesis, would be 750mp restored. If the idea is to avoid using the base form because 'damage loss', I don't think an 'infinite loop' of MP generating out of nowhere is an issue, because it's costing you damage to do it. Rather, I was looking at how much you'd be able to get along with using E.Anam, and considering the MP cost of applying the shield that would convert the Gall into Sting, we'd be horribly MP negative I think. I do like the idea of managing your MP via using your rotation correctly, akin to Huton or the DRG buff or whatever, just the numbers need ironing out
Minor Arcana is quite possibly the worst example for something to work like lmao, the only way I can see it working is by piggybacking off of the usual system, giving a buff of 'Pneuma ready' that lasts exactly the same duration as the CD of the skill, but that's another buff towards the apparently tiny buffcap. As I said before, though, I think my preferred solution is to just decouple the animation of Pneuma from it's effect, and move the effect somewhere else, leaving the cool shooty laser anim as the big damage thing it was clearly meant to be, and putting the burst heal on a different thing, 's your pitch though
If they announced they'd start doing a PTR from 7.0 onwards at fanfest that'd potentially be the biggest news at the keynote, shame it'd never happen
Sounds interesting, except it also sounds like Toxicon2's current animation, but rotated 90 degrees, so allow me to make a suggestion/update: what if the nouliths carve across the enemy with a constant laser (like one of those water pressure cutter thingys), but at staggered timings and angles? Let me try and draw it in Paint:
Sorry about the shade of yellow. But yeh, so the nouliths do a sweep across, and upon reaching the halfway-ish point of their sweep, the blue dot, the next noulith in the sequence starts it's sweep. And since this is an OGCD designed to be weaved, the sweeps would all be like, 0.3s long each (so like 0.9s for the full animation of all 4 to play out), so it'd be pretty fast, but still just barely staggered enough that they don't feel like they're all just attacking all at once. IDK if it'd be that the noulith does a sweep by moving itself along the line, or if they just hovered near you and did the sweep by adjusting their angle, but I hope you get what I'm aiming for (and ideally agree that it sounds cool)