
Originally Posted by
Renathras
DOTs and skillcaps
Not my fault SE is allergic to fight design that extends beyond 'one boss model in a circular room'. It's hard to see how DOTs can have massive skillcap, when the fight design is more on-rails than a Thomas The Tank Engine playset and there's only ever one target to hit. Debuff tracking definitely needs work though, holy hell. Can we get an update that puts very specific debuffs on the 'emnity list' or whatever it's called, the list where you can see the blue/yellow/orange/red icons to show if you're losing aggro? So eg it'd show a WHM only Dia atm, or an AST only Combust. It wouldn't have to show, eg, a GNB Sonic Break OR Bow Shock, as they're not 'keep this up 100% of the time' type skills. You don't need to look at the lists and see 'ah this mob lost Circle of Scorn', because the timing of 'when you will use COS again' is not decided by 'it fell off', but by 'it came off CD'
Oh yeh, and RPR's stupid 10% buff, that'd be nice to have tracking for too

Originally Posted by
Renathras
Are DoTs no longer snapshotted? If not, then I guess they don't, it just makes things smooth and not feel like you're fighting pointless clunk. Does Iron Jaws reapply DoTs or does it extend their duration (e.g. letting you ride a Snapshot high)?
Either way, it's nicer when things break into 15/30/60/120/180 sec divisions. 18 just "feels" too short.
The problem with it being TOO short is you have to worry about people fighting refreshing their DoT or healing a critical person, which is something the Healer rotations are designed to AVOID. The Devs really don't want a "choose to damage or heal" dynamic. They want a "you're a healer first, DPS when no healing is needed" dynamic. I know some PLAYERS don't want that, but the design goal is that.
If a healer player decides to refresh their DOT instead of healing the person who needs healing, and that leads to that person dying, then that healer player made the wrong decision. Which comes back to the same thing as whether it's 'skillcap' or not to refresh the dot when it falls off. Making the decision to delay the refresh to keep the team alive is an expression of skill. Or, making the decision to refresh the dot early, in order to keep it rolling and make time to heal the person, is also a different expression of skill. You're probably not saving anyone in that situation as WHM though, as you're probably GCD locked, unless you happen to have Tetra or Bene spare. But yeh, 'keep party alive' is priority #1. As for IJ, it essentially looks for which DOTs are up, removes them and then on the next game frame, applies a new copy of whichever were 'removed'. So if you IJ in raidbuffs, then 20s later you IJ outside of raidbuffs, you 'un-snapshot' the raidbuffs and apply a regular copy of the dots.
As for what feels 'short' or not, the issue works the opposite way too. BRD DOTs feel bloody awful to me now that they got bumped up to 45s. 30 was fine, idk why they changed it. Just to keep it aligned with song durations? So you could just turn brain off and think 'ah I refresh song, I refresh DOT'? 18s works fine on MNK, it worked fine on BRD back when Venomous Bite was 18s in HW, it's all about the context. And on WHM, I feel like the shorter the DOT duration, the more 'identity' it is. Well, to a certain limit. It still needs to have some 'over time' effect to be considered 'damage over time' right, so I would say 12 is probably ideal imo. Often enough that the damage feels 'bursty' even as an 'over time effect', but not too long that it loses that feeling and goes into the 'malingering' kind of aesthetic that fits more with SCH. And it divides into 120.
Am I getting dementia or was Venomous Bite 9s duration at one point, like at the end of ARR or something? I have vague recollections of it being super short duration but I can't remember when from...

Originally Posted by
Renathras
The problem here is that PoM isn't a party buff. So this would be more like using Fight or Flight then 60 seconds later, using Fight or Flight + Requiescat. Which is just...kinda silly.
Doesn't need to be a party buff for it to be that way. GNB has a mini burst at 1min where it does it's No Mercy thing. Then at 2mins, it does all of that, but also gets to do a bit more because of Bloodfest giving 3 more cartridges. Or the previously mentioned DRK thing where it uses 'some stuff' at 1min, and then 'all the stuff' at 2min. 'The best tank design SE accidentally ever made' 4.1 WAR had Berserk at 1min, IR and Berserk at 2mins.
...'My favorite version of any tank in the game was one of the first recorded instances of 2min meta' is not the realization I was expecting to have today but here we are. Though it didn't completely match 2min meta because all the raidbuffs were staggered out, Trick at 60, Brotherhood at 90, Litany at 180, Dragonsight at 120 etc

Originally Posted by
Renathras
I'm not picky about it, I just (a) want Protect back and (b) was using an "upgrade path" like what Shelltron, Raw Intuition, and Heart of Stone do.
Yeh, I'm just trying to think how to make it 'not completely dumpster AST's 60s mit' in effectiveness. Though I imagine SE don't actually think CU should have the mit (it's a holdover from Noct AST). The bubble's annoying to use anyway

Originally Posted by
Renathras
Physic into Adlo is a bit weird since they're quite different in both cast time, MP cost, and more specifically, Physic is actually a stronger direct heal than Adlo. The problem is it's still mostly useless. XD Benefic 2 is already close enough of an upgrade to Benefic 1, I'm not sure why they didn't outright do it. Same cast time, 200 MP different but that's really not much (especially on AST), there's really just no reason not to.
Point is, those are different abilities with different use cases. ANY time you would cast a Benefic 1, a Benefic 2 is better. Cure isn't QUITE as interchangeable since the MP gulf is bigger, but you can still make that same relative argument. On the other hand, Medica 2 is a weaker heal that sets up a HoT to tick while having a higher MP cost vs Medica with a slightly lower MP cost and lower overall healing, but somewhat more healing "right now", and useful when the party is spread out too much that a Cure 3 couldn't cover every one.
That is, I get the thought behind it, but they actually DO have different use cases. But the Cure 1/2 and Benefic 1/2 do not.
Look again at the potencies of those skills. Medica is 400p, Medica2 is 250, plus 150p per tick. After one single tick of the regen (which can be at max 2.9s away, with a 2.5s recast time), they're equal. Helios/AspHelios are in the same boat. 400 vs 250+150. Changing them to be 300p, then upgrade to '2' and 'Aspected' versions, which just throws the regen effect on top, would work fine. Then at 84 (85? whenever the trait is), increase the base potency to be 400p on cast. You're still going to try to avoid casting them, as they cost a GCD, but at least this way you're removing a hotbar slot to make room for stuff that's more interesting. Once upon a time Medica 2's tick potency was only 50 (and it lasted 30s), can you believe that? Back then, there WAS a reason to use Med2 and then Med1 spam, but now SE's done did it and the two might as well just get merged.
Also, the thinking for Physick is simple. We currently have 450p Physick, 300p Adlo, 180% shield (so, 540p shield). Rescale it so we now have Physick (450p) upgrade into Adlo (450p), with a shield multiplier of 120%. Bam, still 540p shielding. MP cost is the least of our concerns, since it's a move that opportunity-costs damage to use.

Originally Posted by
Renathras
Not opposed to this, though I think the first mission is getting Solace down to a low level. I remember posting an ability mix-up before (just reshuffling), but I put Solace down at either 30 (moving Presence of Mind) or maybe it was 18 (moving Stone 2 - I figured if Stone 2 came in the 30-40 range, it'd feel a little less boring than using it for 36 levels...). I think that Solace really needs to be way earlier to establish the "use Lilies as your first line healing". Getting it before even Cure 2 would firmly establish that and make low level healing "Solace once the Tank's around 50%, Cure 1 as backup healing if you don't have any Lilies", firmly establishing the "GCD cast heals are for backup healing" mentality and getting people used to the Lilies early on, considering how key they are to WHM's rotation later on. Getting a lower level of Misery by (at latest) level 50 would be really nice, even if Solace was the only way to generate it at that level.
Getting Lily stuff earlier would be agreeable to me as well. Even if we just have the current levels as 'this is the point where they increase by 100p, and reach their current power', or 'at this point, the speed of the lily gauge goes from 30s to 20s' traits at those points. So something like (stuff might be scuffed I'm not exactly putting thought into this):
24 - Cure 2 (class list)
30 - Solace (650p), if I got my Lily spender shields, Stoneskin would be here (300p ST)
32 - Divine Seal (class list)
35 - 'Tragedy', mini-Misery (4x Stone 2's damage), upgrades to be 4x current Stone/Glare damage at the same levels as getting new Stone/Glare
38 - Cure 3 (class list)
40 - Rapture (300p), if lily spender shields, Stoneskin II (150p AOE)
45 - Protect and Holy
52 - Lily timer improves from 30s per lily to 20s
58 - Aero 3
62 - You can now store 4 'Blood Lily Nourishments', with Tragedy/Misery costing 3, so you can actually heal without overcapping dear god why is that a thing
72 - Glare/Dia/Banish 'enlightening'
74 - Misery
76 - if my shield lily spenders were in, this would be where they get changed to Afflatus Sanctuary and Bastion, something like 450p ST and 250p AOE respectively. Without them, idk, Nourishment can stack to 5?
85 - Solace 800, Rapture 400
I still would like Lily spender that's a HoT, but maybe later.[/QUOTE]
As previous, I'd rather have one that's a shield, but that'd require SE to acknowledge how bad the pure/barrier split has turned out