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  1. #1
    Player
    ItMe's Avatar
    Join Date
    Jun 2020
    Location
    Lumsa Lomsa
    Posts
    4,178
    Character
    Iiiiiiiiiiit's Meeeee
    World
    Sargatanas
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by LeonKeyh View Post
    3. More effects for broken shields (a la TBN) - Have different shields which, when broken, give different effects to the person the shield was put on (or the caster who put the shield on them).
    These are all neat ideas, but this one... it sounds so obvious! Why doesn't SCH already have something like this? Would be super cool to see, and super funny if they added it to an AoE shield. Maybe if it pops for a short buff people will QQ and come in for heals more lol.
    (0)

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ItMe View Post
    These are all neat ideas, but this one... it sounds so obvious! Why doesn't SCH already have something like this? Would be super cool to see, and super funny if they added it to an AoE shield. Maybe if it pops for a short buff people will QQ and come in for heals more lol.
    This is how Dark Knight's Blackest Night works and it feels great to use (one of the few things that still feels great with Dark Knight). You spend a resource that you would otherwise spend on a DPS action, but if the shield breaks, you get to use one of those DPS actions for free. It basically turns into a shield and the damage rather than just the shield or the damage if you use it at the right time. It's beautiful during big pulls.
    (1)

  3. #3
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,186
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by LeonKeyh View Post
    1. Implement shield degradation - Shields tick down as they sit on people, losing efficacy the further from the point between putting the shield on someone and them getting hit. With this setup, SCH's Emergency Tactics could maybe consume the shield to go a full heal to that point instead. Shields would decrease about the same rate as regen heals, so shield + regen would be fairly strong (unless they're already at max health)
    This one suggestion is particularly problematic. Shields are, by design, already numerically inferior to regens. This is an intentional design decision because shields allow you to survive a hit that would have killed you, whereas a regen would not prevent death even though the overall numerical effect is higher when the regen ticks for its full duration. Deflating shields over time would be double penalizing unless the initial shield potency is far far greater than we have now; however, increasing initial shield potency higher than we have now would trivialize many mechanics because healers would just get better at timing their shields to cast as late as possible, negating far more damage than the devs ever intended.
    (6)
    Error 3102 Club, Order of the 52nd Hour

  4. #4
    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 Rongway View Post
    This one suggestion is particularly problematic. Shields are, by design, already numerically inferior to regens. This is an intentional design decision because shields allow you to survive a hit that would have killed you, whereas a regen would not prevent death even though the overall numerical effect is higher when the regen ticks for its full duration. Deflating shields over time would be double penalizing unless the initial shield potency is far far greater than we have now; however, increasing initial shield potency higher than we have now would trivialize many mechanics because healers would just get better at timing their shields to cast as late as possible, negating far more damage than the devs ever intended.
    The only way shield degradation would be okay is if the amount the shied lowers goes into healing, making it both a shield and a regen effect.
    (4)

  5. #5
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,882
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by inhaledcorn View Post
    The only way shield degradation would be okay is if the amount the shied lowers goes into healing, making it both a shield and a regen effect.
    But then it's just halfing the very concept we want to differentiate, no?

    Personally, I'd rather see shields reworked entirely to instead apply added (Magic) Defense that degrades over mitigation thus done, such that they have a total eHP increase across multiple strikes more similar to regen without being able to completely cheese mechanics (as they'd be able to if they absorbed all damage until drained and had that kind of overall strength). Both should be a sort of soft "they're covered; now we don't have to worry about them" with shields being the more preemptive but also the more quickly capped (shield effects shared and therefore merely replacing, rather than stacking, with each other) and/or expensive. At present, though, shields are so all-or-nothing that they're really only a single-blow maximum eHP increase that therefore has to be balanced so far down not to break mechanics that they're badly inefficient in not just mana, but potency per GCD.

    @GrimGale

    That's the direction I'd like to see healer designs go in as well: any and all ways of increasing eHP or better maintaining it when and on whom it's needed, not necessarily aimed at a pure healing / shield healing distinction, but just... diverse and interesting jobs.
    (0)
    Last edited by Shurrikhan; 04-06-2021 at 11:20 AM.

  6. #6
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by LeonKeyh View Post
    2. Shield Specific Mitigation - Shields have their own armor value, so damage dealt to shields may be higher/lower than the damage that would be dealt to straight up health. This would make shields stronger on low armor classes. e.g., if you have a 1,000 shield on a BLM and a PLD, an attack that deals 500 damage to the shield would deal that damage to both of them, personal armor would be ignored. This would make shield healers either incredibly powerful before gearing up in a tier, or nearly useless after gearing up though.
    This is just complicating things for no real reason.

    Lets say you have someone with 2000 HP, and you stick a 1000 HP shield on them... but the shield has twice the 'defence' of the player. It's essentially just a 2000 HP shield. So why not just make it a 2000 HP shield instead of a "double defence" 1000 HP shield? At least then that player and the other healers know what that shield can take.
    (5)

  7. #7
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    They can even add shields that apply a buff - it doesn't shield until after a certain duration of time passes or when the healer uses the skill again (like Earthly Star and Horoscope), but the longer the buff stays active, the stronger the deployed shield would be.
    I figure this should have been what deployment tactics should have been changed to since you can no longer deploy on faerie anymore.
    (0)

  8. #8
    Player
    Lyth's Avatar
    Join Date
    Jul 2015
    Location
    Meracydia
    Posts
    3,883
    Character
    Lythia Norvaine
    World
    Gilgamesh
    Main Class
    Viper Lv 100
    There are a lot of mechanics in game that force you to heal players to full in order to prevent a player death. This includes both fight specific mechanics (Doom, White Hole, Fallen Archangel, etc.) as well as Living Dead. If your 'Shield Healers' are unable to address these mechanics, should they be in the game to begin with?
    (7)

  9. #9
    Player
    GrimGale's Avatar
    Join Date
    Sep 2013
    Posts
    1,113
    Character
    Grim Gaelasch
    World
    Moogle
    Main Class
    Scholar Lv 100
    Shield Dissipation: Turns already applied shields into health.

    Vampiric Ward: Shields heal targets based on damage done by healer.

    Feedback Ward: Shields that haven't faded away gain health based on damage done by healer up to a percentage of their original value.

    Magnifying shields: Specific healing skills no longer heal target, rather they add more health and duration to the applied shield on the target.

    Bouncing shields: Ward bounces off party members back to full potency after it is consumed.
    (4)

  10. #10
    Player
    Raikai's Avatar
    Join Date
    Jun 2017
    Posts
    3,560
    Character
    Arlo Nine-tails
    World
    Mateus
    Main Class
    Scholar Lv 90
    Quote Originally Posted by P0W3RK1D View Post
    kinda just chit-chat, right now there is not enough distinction betweene shield and pure healers, but come 6.0 hopefully we are given justice ,honest opinions, how would you guys decide to make pure heals and shield work differently from each other, and yet keep their effectiveness, or have a different advantages in use?

    I think some nice ways would be to leave pure heals and regens as they are, but make shields act differently -- like making shields a whole lot more effective (like , big enough to be a second health bar), but actually giving them a bigger cooldown, or forcing them to be channeled instead of casted -- preventing damage to the target, at the cost of the caster's MP.

    any ideas?
    Question: Isn't the differentiation being Regen x Shield, instead of Pure heals x shields?

    That was the impression I got... "basic" heals would be for everyone, but part of the healers focusing on regen effects to supplement that and the other on shields.
    (0)

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