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  1. #1
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,886
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by pikalovr View Post
    ...
    I'm honestly a bit confused about the point of the Sacrifice mechanic in the first place.

    I'm not sure how trading one's HP for special attacks sounds particularly "WHM". It also doesn't match up with the lore, given that those special attacks are all obviously (Tornado, Earthquake, etc.) or framed as (as per Water+Wind = Seraph Strike) elemental. The lore hints that the only thing for which we can directly sacrifice our soul(force)/aether for is healing, as an alternative to Water-based or Water-hybrid elemental magics.

    It also feels odd to me that the burst options would be locked behind a 30-second oGCD that then gives 5 opportunities for said special-attacks-at-HP-cost, which seems clunky. And the HP-loss as some sort of alleged frequency-limiting factor seems... horrible to try to balance. Is it supposed to be balanced around maximum uptime, whereby one can use a special attack for 40% of one's uptime? If balanced around that HP loss being significant and thus overtuned as soon as one can really spend 25 per 60 seconds on special attacks?

    I don't feel like the HP-sacrificing part of the iteration would survive obvious clunk or scalability checks. (Which is why my focus turned more to just the element-mixing component itself.)
    (1)

  2. #2
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by Shurrikhan View Post
    I'm honestly a bit confused about the point of the Sacrifice mechanic in the first place.

    I'm not sure how trading one's HP for special attacks sounds particularly "WHM". It also doesn't match up with the lore, given that those special attacks are all obviously (Tornado, Earthquake, etc.) or framed as (as per Water+Wind = Seraph Strike) elemental. The lore hints that the only thing for which we can directly sacrifice our soul(force)/aether for is healing, as an alternative to Water-based or Water-hybrid elemental magics.

    It also feels odd to me that the burst options would be locked behind a 30-second oGCD that then gives 5 opportunities for said special-attacks-at-HP-cost, which seems clunky. And the HP-loss as some sort of alleged frequency-limiting factor seems... horrible to try to balance. Is it supposed to be balanced around maximum uptime, whereby one can use a special attack for 40% of one's uptime? If balanced around that HP loss being significant and thus overtuned as soon as one can really spend 25 per 60 seconds on special attacks?

    I don't feel like the HP-sacrificing part of the iteration would survive obvious clunk or scalability checks. (Which is why my focus turned more to just the element-mixing component itself.)
    thats why i turned it into a MP cost cause we're "offering" up our residual aether to the elementals to assist us. plus MP will be way more thought provoking and risk reward heavy without feeling unfair in certain cases.

    the lock on sacrifices and faith is circumvented with my changes to seraph strike and spiritula ray allowing you to drain as much MP as you feel comfortable with and you can sustain it back if you're efficient enough spiritual ray returns 25% max MP back (not in actual MP just you can get back 25% of your max MP) and a boost to mana regen which ontop of things like lucid dreaming and thin air should make for quite challenging game MP management. seraph strike granting the 3 faith stacks and 2 sacrifice stacks
    (0)