I'd imagine that if they were to do something like this, it'd be 'not necessary' in terms of balance. That is, it's possible to clear the fight without any of those effects active, they're just 'a nice little bonus'. Maybe Ultimate and Week 1 Savage would require 'one of them', but not 'a specific one tailored to the fight's design', you know? If one's 'necessary' from a balance perspective, then there's no choice to be made, and the point of the system falls apart. Of course, one or another will be 'the best' for a certain fight, that's just how maths goes. But as long as each of the effects has it's place, then there's potential. As an additional example, let's take those SGE examples from before. Now, we also have a WHM cohealer, who has the choices of 'Thin Air now affects the next 3 spells instead of 1', 'Each cast of Stone or Holy reduces the CD of Tetragrammaton by 1 second, and Misery reduces it by 5 seconds', and 'Lilybell's CD is reduced to 60s, and no longer suffers the potency penalty for early detonation, however it now only has 3 charges instead of 5'. (again, crap off the cuff examples)
So now you have options. If you're the SGE (and the WHM is actually communicating), you can coordinate stuff so you don't overlap. You as the SGE are probably better suited for Tank Babysitting because Kardia automatically handles that to an extent, and WHM would have to lose a GCD if they wanted to put up regen. Therefore, you coordinate that you, the SGE, would take 'Kardia also applies a layered shield', and then the WHM is free to focus more on raidwide healing with something like the Lilybell changeup. On the flipside, maybe the enrage is absolutely disgusting amounts of constant damage pulsing out, so you instead both come to the decision that the WHM will handle the tanks through the fight by doing big Glare Gaming, and taking advantage of the extra Tetra casts they can get from that, whereas you as the SGE will be taking thedouble Pneuma effectPepsis perk for the constant raidwide healing, since you'd be forced to spend almost every GCD on shields at that point anyway. And later, when you get more gear, you can work out that 'oh hey, we don't need as much healing/shielding for the enrage cos of gear, so the SGE can swap to AOE Kardia perk if they want (or they can stay on Pepsis perk for safety)'
You know, stuff like that. The tanks would get a similar thing to the healers, a communication between them on what each will take, to enhance their interplay with the other. Stuff like a DRK taking more mit they can throw to their WAR ally, and the WAR in turn boosting the selfhealing power of Nascent to help the DRK (who naturally has a little less selfhealing power comparatively). Or, better yet, ways for certain nonWAR tanks to reduce the CD on their invulns, so that WAR doesn't get to monopolise the 'I can invuln an extra TB and noone else can' thing, but it comes at a cost for the other tanks as they're giving up their 'High Materia' trait to be able to do what WAR naturally can. Meanwhile, the WAR can just laugh it off, and take something else that feeds their ego even more, like, idk 'Each time the WAR uses Storm's Path/Eye, Equilibrium's CD is reduced by 2 seconds'.
The hard part is the DPS. Like, we can't give them damage because then one of them is 'the right one' instantly. So wtf do we do for the role who's entire job is 'damage'? IDK if they'd be too thrilled if it was just random utility stuff, like a BRD choosing between buffs to Minne, Paean or Troubadour. But it could be cool to have something like, 'Peloton now works in combat, but it has a 120s CD', so you could theoretically get the sprint effect without a SCH, but the advantage is that the SCH has it natively and therefore doesn't need to 'waste a slot' to get it, y'know?
Edit: Im an actual muppet why didn't I think of this sooner, instead of the 'Kardia flat potency is increased' boring ass one from before for SGE, change it to 'Kardia affects all allies within 20y of the Kardia'd target, but now heals for only 75 potency instead of 170', a partywide gradual healing as you DPS, at the cost of the throughput of regular Kardia. With my gear (bis), Kardia heals me for about 4k, with the reduction to 75p, it'd be 1.8k ish on the party. If that's too much, well, adjust numbers as needed for 'balance' I guess
Edit2: Also scratch the 2 Pneuma charges idea cos that's boring as hell too, change it to my Pepsis Shakeup idea from a few days ago


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