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  1. #10
    Player
    Archwizard's Avatar
    Join Date
    Feb 2019
    Location
    A café at the edge of the universe
    Posts
    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I honestly just want to see at least one extremely different control system, so to speak. I want a healer that doesn't just have a discrete button for almost every function (no, the 4-way doubling of Eukresia is not sufficient).

    For instance, I'd like SGE to feel more like I'm managing nouliths, not just casting noulith-skinned spells. Let me program and command my little goddamn gundam army.

    Build out in-universe-physics ways of giving reason to apply different modes or formation or such, and build out the kit from there, rather than from any template.

    After that, I'd probably head to WHM, then AST, then finally SCH, until they each actually feel truly different from one another.
    That I'm not too sure about. I mean if we were going to have a healer based on different formations and modes, I'd think it would be SCH.

    In an ideal world:

    * WHM should be the standard healer -- the cleric/druid hybrid. Job that introduces players to the basics of healing, low skill floor. Consistent focus on GCDs, everything's straightforward and classical effects, no particular gimmicks besides rewarding use of GCD healing tools.
    * SCH should be the tactical healer -- the military support who happens to heal. Several situational tools that synergize, sabotage foes while commanding allies, lots of versatility with the expectation of fitting to and rewarding complex stratagem. If they're going to have the faerie, then it should create additional strategies, rather than just being a glorified HoT/totem/charge of oGCDs.
    * AST should be the gimmick healer -- the spacetime manipulator. Enhance allies with bursts of speed and cooldown reduction, debuff enemies to stagger damage intake, accelerate HoT and DoT effects, turn back time to undo damage, stagger heavy hits then negate them with HoTs, etc.
    * SGE should be the battle healer -- the doctor with a gun. Attacks flow into heals flow into attacks. (I don't necessarily think that this means every healing tool needs a dual function for attacking and vice versa, however.) There's a lot you can do with that without having to add in complex noulith formations.

    Of these, I feel SGE is already the closest to its ideal, though it could do considerably more in that regard. SCH meanwhile seems the most muddled and in need of overhaul, since it presently feels like two jobs fused together with a number of tools that don't really mesh, followed by AST who is simply overwhelmed by its card system.
    (2)
    Last edited by Archwizard; 11-05-2022 at 07:37 PM.

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