And here is the problem: I don't consider anything as "negligible". Let's say, if each marker can draw 1 color, consider this:
- If you have 1 marker: you can make 1 color.
- If you have 2 markers: you can make 3 color. (one for each, and a third one as a combination).
- If you have 3 markers: you can make 3(of 1) + 3(of 2) + 1 (of 3) = 7 colors.
The point is, when you remove one element from the set, you don't just simply lose "one" element, you also lose every subsets that contained that element. Like I said, I had pointed out many examples of extra element, and each and everytime you always dismiss it as "oh it's not meaningful, oh it's just a bloat .etc.". And maybe you are right, but only if you look at each element as if they're isolated in a vacuum.
Like I said, I played enough MMO to know there can be a lot more to healer play beyond just DPS and healing. And it's not because they have a ton of features that FF14 don't have. They simply kept the elements that FF14 used to have, but discarded. And because of that they can draw a far more colorful canvas. That's why I'm being particular critical about the binary track mindset exhibit by both SE and the people in this thread. With just 2 colors, all you gonna have is black, white, and a shade of gray.
Why not simply buff the cards nearer to their old value? That would make them more sensitive to party dynamics, of course, but (A) as they are on a fixed timer, they would not disproportionately bleed into a 2-minute meta and (B) awareness of one's party's dynamics is iconic to supportive gameplay, and of course to AST.
Sure, why not? Doesn't matter to me. Hell I'm pretty sure there gonna some balance issue there if oyu just took what I suggested and just blindly implement it. But again, the detail of the method here isn't the point. Make it rDPS, or personal DPS. I even gave option for (C) to either give a straight %buff or a haste buff. Those are irrelevant details. What I was trying to show is "there are ways to create depth beyond just adding button". You had repeatedly dismiss the extra elements (emity management, MP management, Cleansing .etc.) as busy work or bloat buttons and asked me to elaborate, so here is it. MP is simply being use as an example of how it can be something that be done dynamically, with at least a couple option, and not just "please remember to hit Lucid on CD".
There were only 2 consideration I kept in mind in the previous post.
- The change is strictly local to the healer, and will not affect other classes or the fight design themselves.
- It will not be necessary to add any extra abilities, rather just give the existing one more connection and depth. They're not meant to change the output (healing or damage), rather just make the path for a player to hit the max potential more involved and interesting.
But like I said, designing a game is a 5 digit salary job for people working in a team over months or even years to come up with a solution, don't expect a guy on the internet to do it in 30min for free.
Yes! 100 or 1000 times this!
I would much prefer to have a limited 5-6 skill that bounce of each others, that can be dynamically and thematically adjusted depending on built or even fights. Rather having 10 different skills that pretty much work independently that the only consideration is to press them on cool down.