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  1. #18
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,885
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Lyth View Post
    This might be controversial, but the bulk of important healer gameplay happens on oGCDs. Not on ye olde Cure 2 spam piety builds. It would be nice to see a job that took that into account from the ground up, and left the long cast MP spells as a back up for when you mess up your resource management.

    You can have a Chemist that uses MP Spell "Potions" as reskinned Cures, but then there's no point complaining when it turns out to be WHM number 3.
    I'm by no means suggesting that Chemist even have spells, let alone a Cure II spam equivalent. I'm just saying that MP costs are a decent way to allow for especially powerful options that nonetheless do not overpower the kit overall. You could, for instance, include different MP costs in the different mixable components, whereby you could include high-expense ingredients to burst a particular buff period or , might have a high-MP cost dynamic finisher with a lower (or no) GCD cost that you could use to rush a mix in case of emergency and follow more modestly synergetic options otherwise.

    MP costs aren't something I'd go out of the way to accommodate, but there's no point in going out of the way to avoid that design axis, either. That would just be to pride yourself for axing one particular means of complexity that otherwise, if well utilized, could have sourced more interesting gameplay.
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    Last edited by Shurrikhan; 09-06-2020 at 01:49 PM.

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