So how would you implement a punishment that only affects 1 individual for their screw up?While this does partially take the burden off of the healer (and the one who stood in the AoE, in that they can cheese fewer future attacks for uptime under the Vulnerability design without being outright one-shot), it doesn't place it squarely on the one who stood in the AoE, either; it places it on the whole party, and now in a way that players who repeatedly stand in AoEs by mistake aren't as likely to notice or care about.
It gives the healer less work to do, but it also gives the healer less opportunity to have value by means other than Glare spam alone, decreases the perceived costs of accidentally standing in AoEs for those most likely to do so, and removes one element of advantage in overgearing a given fight.
To answer the obviously rhetorical... You can't. It's a group game. But you can adjust how perceptible the punishment would be, and to whom, thereby increasing its apparent effect on/to those who most need it, along with the tack-on effects of capacity, etc.
Damage Down stacks, unless negligible, will in most contexts punish the group as a whole more than a Vulnerability Up stack, reduce the efficacy and available non-Glare-spam actions of healers, and --given that most mechanics these days can be safely uptime-maximized, with the remainder few enough not to punish Vuln stacks when players are aware of upcoming mechanics (as is common for "greeders" as opposed to the merely laggy or new)-- would have a lesser impact on the players we'd most want to affect.
It's not much of a net negative, but, imo, it would still be a loss on the whole.
Balance fishing was only problematic in that they refused to, well, balance, the cards -- seemingly in favor of keeping the flavor text (and their attached, identical percentages) equal, instead of giving rough parity to their effective outputs.
Just look at their insistence upon giving everything a 10% effect. A 10% increased chance to crit does not +10% damage make. +10% Attack Speed (now called "reduced weaponskill cast time and recast time, spell cast time and recast time, and auto-attack delay" because concision is for plebs), given how much damage comes from oGCDs, does not +10% damage make. Now, at least the +10% Attack Speed was offset by also affecting healing, in the rare scenario that one needed to GCD-heal, but with Crits doing only some ~43% to ~55% extra effect over existing gear levels, how the heck was +10% critical hit rate supposed to compete? Even the old Spear had more application, in that it might allow an extra immunity or burst loop within the given fight via its ability recast reduction (the sole +20%).
Had Bole been buffed and at least slightly broadened its useful target selection (e.g., by converting part of its percentile mitigation to a shield or to a flat Defense & Magic Defense increase, as to be worth casting on more than just the upcoming MT), it would have been fine. Had Spear and Arrow been buffed to nearly the value of Balance (with perhaps Arrow even slightly exceeding it on BLM, or even faintly on SkS Monk and SAM), they would have been fine. Had Spire's effect been replaced in lieu of TP, it would have been fine. Seals were simply either one of the ~three job devs' or some intern's precious brainchild or equality in flavor text (each card's stated percentages) meant so much more to them than rough parity of effect that Seals ended up the easy way out.
Last edited by Shurrikhan; 01-07-2022 at 01:53 PM.
Uncleansable paralysis, slow or blindness. Everyone hates those status effects and they screw up your rotation without impacting the rest of the raid
as for balance fishing, please stop pepetuating exaggerated balance fishing. Any astro worth their salt used every card, whether that be royal road for your aoe balance, helping the rez mage get some mp back after a screw up with a ewer, getting the warrior and monk to continue aoe spam in dungeons with spire, crit boost for the bards own mechanics and more.
Everyone knows SE couldn't be arsed to put effort into healers. That's why whm was reduced to chucking rocks and having a toolkit that didnt work in stormblood, sch having pet problems and astro's noct sect never getting brought up to be as useful as diurnal
That still affects the whole party, though, all the more so if they or others die from said paralysis (e.g., during necessary movement). There is nothing which impacts any part of a team on whose performance the team's will in some way hinge without also affecting that team.
WHM's Stormblood kit didn't sufficiently empower what it needed to make it core traits click, but it was far from 'not working'.That's why whm was reduced to chucking rocks and having a toolkit that didnt work in stormblood
The original Secret of the Lily was given a CDR (cooldown reduction) formula that forced us towards using its CDR on generally stronger CDs rather than any sort of balance between target ability's strength and frequency (or 'relative strength', given frequency / strength over time) -- since it reduced CDs by a portion only, not also some flat amount -- and therefore constrained ability sequences since you had few competitive skills on which to use it. But, had the formula simply been adjusted and its effects buffed, it'd could have been as strong as the Shadowbringers version that replaced it. The difference was merely that value refunded from using healing GCDs could also then have been used on healing, not just damage, allowing WHM to be tuned with higher base rDPS in return for some of its ability healing's full potential being locked behind GCDs spent healing, essentially allowing it to still be the main healer in prog scenarios, and slightly outpace others in the "prog healer" role when filling the main healer niche, without being taxed in rDPS for that capacity.
Personally, I'd have been fine with that, so long as WHM also gained some manner of mobility GCDs; it'd certainly force less button bloat than we have now via Lily-CureII and Lily-Medica just to allow for our half-AoE Lily-potency_refund. I'd prefer it be adjusted to be more flexible, rather than capping after just 3 heals and only affecting the CDR of one's next cast, but I would have preferred to build on the earlier CD-acceleration that generated bonus value from any healing we need do than just 2 heals per minute (all while requiring another 2-3 buttons to function as anything more than a MP efficiency / mobility tool).
Last edited by Shurrikhan; 01-07-2022 at 10:48 PM.
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