How about instead of just giving lilies from casting spells, casting burst damage or heal spells successfully reduces the timer to get lilies by x-seconds? Maybe like 2 or 3 seconds?
How about instead of just giving lilies from casting spells, casting burst damage or heal spells successfully reduces the timer to get lilies by x-seconds? Maybe like 2 or 3 seconds?
I really like this idea. This way even if you're in a situation where you can't hit things for whatever reason, you're still getting lillies back but the better you play the faster you get them back.
It's still the same principle as the OP's suggestion and while a great idea (let's say each spell reduces the timer by 1.5 seconds, it would mean a Lily every 18 sec or so with full uptime), it would "punish" the bad players who would get less lilies per fight. So they'd probably still never do it. But I'd love to see it happen.
A good idea for boss intermission downtime could be a "Meditate" type of ability that lets us charge the Lily gauge.
Of course we'd also need damage neutral lilies if we're able to fire them off more frequently.
With how I see it, even if they only use burst healing spells (Cure I/II/III and Medica I/II) successfully (i.e. heal actual damage, which with auto-attacks is constant) and do no damage, it will still "reward" them with reduced lily times. So, unless they just sit there and do nothing, even a bad player will be "rewarded".It's still the same principle as the OP's suggestion and while a great idea (let's say each spell reduces the timer by 1.5 seconds, it would mean a Lily every 18 sec or so with full uptime), it would "punish" the bad players who would get less lilies per fight. So they'd probably still never do it. But I'd love to see it happen.![]()
With how I see it, it's a convoluted version of the SB Lily System. If the goal is to reward uptime, then Lilies need to actually be worth the investment for it to be a reward, which they currently aren't. You can remove the convoluted method of building up Lilies and just have them generate every 15-20 seconds instead because at the end of the day, as well intentioned as the idea might be, the problem is the players themselves. With how many solo instances in this game that require you to beat X, the concept is already there that you should be doing something other than healing but people still fail the execution when it comes time to use that experience in a group setting. You can lead a horse to water but if it would rather die of dehydration than drink, then what can you do?With how I see it, even if they only use burst healing spells (Cure I/II/III and Medica I/II) successfully (i.e. heal actual damage, which with auto-attacks is constant) and do no damage, it will still "reward" them with reduced lily times. So, unless they just sit there and do nothing, even a bad player will be "rewarded".
Auto attack hits aren't always constant, such as boss cast times or when a shield like TBN, Haima or Benison is soaking hits. I also wouldn't count it as "successful" healing if you overkill healed a 1k scratch on a tank with plenty of their own resources, with a Cure II. Not to mention a system that "rewards" you even for non-stop spamming pointless heals on a tank would be a worse trap than freecure.With how I see it, even if they only use burst healing spells (Cure I/II/III and Medica I/II) successfully (i.e. heal actual damage, which with auto-attacks is constant) and do no damage, it will still "reward" them with reduced lily times. So, unless they just sit there and do nothing, even a bad player will be "rewarded".
Bad players certainly do sit there and do nothing too. It's not uncommon for healers nowadays to have below 50% cast uptime. They play the role to do the bare minimum.
I know but I was just trying to think how we think the dev team thinks. :PAuto attack hits aren't always constant, such as boss cast times or when a shield like TBN, Haima or Benison is soaking hits. I also wouldn't count it as "successful" healing if you overkill healed a 1k scratch on a tank with plenty of their own resources, with a Cure II. Not to mention a system that "rewards" you even for non-stop spamming pointless heals on a tank would be a worse trap than freecure.
Bad players certainly do sit there and do nothing too. It's not uncommon for healers nowadays to have below 50% cast uptime. They play the role to do the bare minimum.
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