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  1. #1
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    412
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by P0W3RK1D View Post
    The thats one way to see it, but when you look at it objectively, i only removed 3 abilities, but gave back 12, and made 4 (give or take 1) better, , but i believe i did more than just change stuff around, i gave scholars a much bigger distinction in gameplay style and purpose from the other 2 healers, and they not only now have better things to do on thier down time, but i gave them more fairy control, and a more potent and engaging dps rotation -- and any blind spots that were created by taking away thoes 3 spells are covered by the fairies and their abilities.
    All you did was make SCH complex for the sake of being complex. Complex doesn't automatically make it good. If it's healing and damage output is comparable to the other healers while being overly complex, people aren't going to play it. Why put in so much effort to just hit a baseline?
    (4)

  2. #2
    Player
    P0W3RK1D's Avatar
    Join Date
    Aug 2019
    Posts
    118
    Character
    Composa Dos
    World
    Lamia
    Main Class
    Scholar Lv 90
    Quote Originally Posted by inhaledcorn View Post
    All you did was make SCH complex for the sake of being complex. Complex doesn't automatically make it good. If it's healing and damage output is comparable to the other healers while being overly complex, people aren't going to play it. Why put in so much effort to just hit a baseline?
    Aside from a few of the fairy mechanics there is not much "complexity", relatively easy to understand and it dosent waste an ENTIRE CORE OF ITS MECHANIC on what feels like nothing *Astrologin, im looking at you here* it just takes a higher skill cieling to optimize masterfully, but when you do youll find you feel a lot more powerful, and your role as a scholar is much more defined.
    (0)
    Last edited by P0W3RK1D; 03-19-2021 at 08:49 AM.

  3. #3
    Player
    inhaledcorn's Avatar
    Join Date
    Dec 2015
    Location
    Limsa
    Posts
    412
    Character
    Elliot Cloverfield
    World
    Adamantoise
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by P0W3RK1D View Post
    Aside from a few of the fairy mechanics there is not much "complexity", relatively easy to understand and it dosent waste an ENTIRE CORE OF ITS MECHANIC on what feels like nothing *Astrologin, im looking at you here* it just takes a higher skill cieling to optimize masterfully, but when you do youll find you feel a lot more powerful, and your role as a scholar is much more defined.
    You:

    Make one of SCH's main draws, the free healing from fairies, something that needs MP to maintain.

    Made one of the fairies a "dps stance", which means that people generally aren't going to use the healing one or else they'd miss out on the damage. Sure, you could summon the other one as well, but you're taking a large mp hit to do so.

    Removed 2 of SCH's best mitigation and healing tools and removed the extra resource spender to prevent the resource waste

    Added a melee attack with a positional on a caster

    100% uptime Trick Attack

    Party GCD loss via fairy teleportation

    This isn't interesting. These things just don't work in this game. I almost want to say you want to make XIV's SCH XI's SCH. XI and XIV are two very different games. You can do whatever you want in XI since jobs aren't quite as restricted to certain roles. Here? You can't do that. Jobs have very clearly defined roles in this game, and healers are getting further split into Regen Healers and Mitigation Healers. What you're proposing flies in the face of what this game is. If SCH was a dps, these things could be interesting. However, remember Foe's Requiem? How that needed MP to maintain? I don't know about other people, but I never liked Foe's. It felt clunky to use, and I never knew when was the right moment to use it again in a fight. What you did is basically make a job with a mechanic that people are already bemoaning for being clunky and decided, "Okay, but what if I could make it even more clunky and annoying to interact with?"

    That's not good game design. "Complex" doesn't mean "good".
    (7)