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  1. #141
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by ForteNightshade View Post
    I miscalculated the MP (read potencies twice instead) but there is no chance you're running out of MP in any dungeon provided you're keeping Lucid Dreaming up. Even at near zero Piety, I still don't run out. And yes, I've had to spam Cure II. Trash simply doesn't live long enough in lower level content nowadays you'd ever bottom out.
    The only time I imagine MP would be an issue in ARR would be in synched Extremes, Coils or particularly awful WoD runs. While those are rare occurrences nowadays, free trial and new players might be more inclined to do those bits of content and in turn might run into those issues. However, I'd argue that there are better ways to address sustain than keep an outdated skill like Cure 1 any longer.

    Everyone and their mother seems to agree on lowering the level of Afflatus Spells down to level 50 content, which would absolutely help with sustain during that time.
    I've suggested in the past as well to rework skills like Fluid Aura, Protect, Divine Seal and Stoneskin to be low level versions of Assize, Aqua Veil, Temperance and Divine Benison respectively that would also address sustain issues on WHM.
    Evening just lowering the cost of Cure 2 would suffice honestly.

    Anything is better than keeping Cure 1 around honestly.
    (1)

  2. #142
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,801
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Silver-Strider View Post
    Anything is better than keeping Cure 1 around honestly.
    I'd have to disagree. Anything's better than a context in which having skills meant to actually interact with MP as a system (beyond merely hitting a bloat CD on CD) would be an utter waste (because of MP being left a non-mechanic divorced from the bulk of our actual healing throughput [oGCDs]).

    I'd rather have a worthwhile Cure I, for instance, than the next Panhaima equivalent or other oGCD bloat skill that takes us yet further away from our cumulative kit's relevance.



    Better that what mechanics we allege should actually exist and we occasionally have to feature the brakes because of that than that we just ride along on pretense, disjointed kits, and skills that exist only to unmake whatever nuance a particular mechanic would otherwise introduce if not for that matched 'solution' skill.
    (0)
    Last edited by Shurrikhan; 04-30-2023 at 12:59 PM.

  3. #143
    Player
    Silver-Strider's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    1,753
    Character
    Silver Strider
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    I'd rather have a worthwhile Cure I, for instance, than the next Panhaima equivalent or other oGCD bloat skill that takes us yet further away from our cumulative kit's relevance.

    Better that what mechanics we allege should actually exist and we occasionally have to feature the brakes because of that than that we just ride along on pretense, disjointed kits, and skills that exist only to unmake whatever nuance a particular mechanic would otherwise introduce if not for that matched 'solution' skill.
    We've been waiting for Healer toolkits to be given any sort of relevance for years now but have yet to get anything substantial.
    If MP management is ever going to be relevant again to a point that Cure 1 becomes the go to healing spell, then a significant change to Healer's toolkits would need to be made, such as cutting back on our oGCDs tool, giving them an MP cost or removing sustain tools like Lucid Dreaming from the game, all of which are about as likely as humanity achieving World Peace (as sad as that is).

    Is it possible to salvage Cure 1 equivalent spells to be relevant again? Sure but it's also very unlikely given the Devs design philosophy.
    (0)

  4. #144
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,801
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Silver-Strider View Post
    If MP management is ever going to be relevant again to a point that Cure 1 becomes the go to healing spell, then a significant change to Healer's toolkits would need to be made, such as cutting back on our oGCDs tool, giving them an MP cost or removing sustain tools like Lucid Dreaming from the game, all of which are about as likely as humanity achieving World Peace (as sad as that is).
    Of course. But those changes would benefit healers regardless.

    Lucid Dreaming is one RNG means of screwing yourself over away from pure bloat (so... somehow even worse).

    The more of our healing is free of both uptime and resource costs, the less swing we have between our damage and healing and the lower ceiling we can have on either, ultimately reducing agency. Not all abilities need to be free of MP costs. Nor do we need so many abilities altogether, especially those with so long of cooldowns or niche of functionality that they serve only singular "mechanic-solving" uses.

    And none of that is only "as likely as humanity achieving World Peace."

    Though we've accidentally trimmed depth and functionality at times, we have also trimmed real bloat, like Diversion, Goad, and Invigorate. We already have abilities with MP costs. None of those changes would be novel to the game.
    (0)

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