Page 2 of 6 FirstFirst 1 2 3 4 ... LastLast
Results 11 to 20 of 59
  1. #11
    Player
    VictorSpoils's Avatar
    Join Date
    Mar 2022
    Posts
    898
    Character
    Victor Spoils
    World
    Coeurl
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by SargeTheSeagull View Post
    What Forsaken Roe said. I also think 14 could use "more multi-hit" abilities anyway. Functionally they'd work as they do now but it would feel more satisfying seeing a few flying texts pop up on abilities like dyskrasia, phantom rush or abdomen tear where it LOOKS like the enemy is taking damage from rapid hits.
    Rage of Halone and Chaos Thrust used to be like that. Wouldn't mind that being a thing again.
    (2)

  2. #12
    Player Doozer's Avatar
    Join Date
    Aug 2013
    Location
    Eureka Orthos
    Posts
    2,007
    Character
    Gunnar Mel'nik
    World
    Diabolos
    Main Class
    Bard Lv 90
    Quote Originally Posted by Supersnow845 View Post
    Because you are intentionally ignoring the point of the post for a technicality

    We all know how kardia works the post is saying that it would be interesting there were skills that procced kardia multiple times
    Didn't know you knew my intentions. But sure, allow me.

    Quote Originally Posted by AnotherPerson View Post
    Why are there no multi-hit skills on Sage?
    Why does there need to be? Many jobs don't have multi-hit skills.

    Quote Originally Posted by AnotherPerson View Post
    Sage benefits greatly from just having multi-hit skills
    How?

    Quote Originally Posted by AnotherPerson View Post
    to activate kardia multiple times in a short span of time to give some depth and breadth into the kardia system.
    Why does it need depth? It's basically a manual regen or Eos' Embrace. Each GCD from the SGE is like a tick from either of those.

    Quote Originally Posted by AnotherPerson View Post
    Not to mention, multi-hit skills put less stress on having one gigantic crit variance for balance purposes by spreading the crit variance into multiple hits.
    I've never felt stress about Kardia not healing enough because during normal autos it's sufficient. If Kardia could outheal massive tankbusters and raidwides it would be extremely unbalanced. Relying solely on Kardia to heal so much that a crit can throw you off is not a game balance problem.

    Quote Originally Posted by AnotherPerson View Post
    I've heard people say the game can't support multihit
    Who is saying this?

    Quote Originally Posted by AnotherPerson View Post
    but it's not as if we don't have multi-hit skills in the game either.
    - Ninja's PvE skill "Dream within a dream" is an ability that attacks with multiple hits.
    - Bard's PvE skill "Straight Shot" is a weaponskill that can be modified to do multi-hit with the skill Barrage.
    - PvP's Bard's Empyreal Arrow is an ability that works to fire off multi-hit based on the number of stored charges.
    These are all DPS jobs, which work differently from healers on a fundamental level.

    Quote Originally Posted by AnotherPerson View Post
    It's already in both PvE and in PvP, and has been proven the game works with skills regardless whether they are on the global cooldown or not. What's stopping this type of implementation on Sage, a job that wants to hit as many times as possible to activate Kardia?
    I don't think it's designed to hit as many times as possible in order to heal. It's like expecting a WHM's Regen, an AST's Aspected Benefic, or SCH's Eos' Embrace to do all the healing. Why does Kardia suddenly need to be fancier than any other healer's passive healing? That's what it is, by the way. Passive healing. It just encourages DPSing rather than allowing it.

    There, I both read and acknowledged every point OP made. My point still stands. Hope this helps!
    (5)

  3. 08-20-2023 10:58 PM
    Reason
    You know what forget it

  4. #13
    Player
    AmiableApkallu's Avatar
    Join Date
    Nov 2021
    Posts
    1,019
    Character
    Tatanpa Nononpa
    World
    Zalera
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Doozer View Post
    Why does Kardia suddenly need to be fancier than any other healer's passive healing? That's what it is, by the way. Passive healing.
    I think the idea might be to re-imagine/re-work Sage such that Kardia is part of the job's active healing kit.
    (4)

  5. #14
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Supersnow845 View Post
    kardia should form the majority of the healing of SGE
    Setting aside the hyperbole and "too easy" remarks:

    The above I agree with. Kardia would be such a cooler mechanic and SGE more distinct from SCH (and all the other healer Jobs, honestly) if it worked as Kardia management. As it is, it can output more raw healing than SCH and enough to solo heal encounters. Its "weak" GCD heals (which are just as strong as everyone else's GCD heals, so not really "weak") aren't a detriment when it has massive amounts of free oGCD healing with short CDs plus oGCD mitigation that also has short CDs.

    No idea on the multi-hit thing. I still feel like EuDosis ticks should also proc little Kardia heals making it into a Regen. AOE situations would allow you to get some serious healing on your Kardia targets by spreading your DoT. That would be kind of cool.
    (4)

  6. #15
    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 Doozer View Post
    I don't think it's designed to hit as many times as possible in order to heal. It's like expecting a WHM's Regen, an AST's Aspected Benefic, or SCH's Eos' Embrace to do all the healing. Why does Kardia suddenly need to be fancier than any other healer's passive healing? That's what it is, by the way. Passive healing. It just encourages DPSing rather than allowing it.
    Okay, let's be clear here:

    No part of the suggestion that, hey, maybe the currently dull-as-grass Kardia mechanic could actually gain some manner of control and variance as to be more interesting precludes other job's passive healing doing the same. SCH could easily have a pet MP bar and a stronger Embrace that is not continuously sustainable and is generally best used manually; AST could regain time manipulation as to be able to extend or triple the tick rate (at cost to duration) of its HoTs, giving them some further interaction; WHM could duplicate bonus healing onto its targets affected by Regen whenever they use a ST direct heal, or emanate that bonus healing to allies near the Regened recipient of an ST direct heal; etc., etc.

    As for Kardia being dull because 'it was supposed/designed to be' dull... Then should that be considered a good/sufficient design?

    Like, you can say this pistol is being used as a tonfa because it's supposed to be used as a tonfa, and you could be wholly right, but... why, then, decide to use a gun instead of just a tonfa? If SGE's tool was only ever supposed to amount to a passive regen that further punishes the use of GCD heals / extends the curve SGE's DPS-per-healing-required... why even bother with "deals damage on hit" for that?

    It's just a bit of a Chekov's Gun situation, alike to RDM only ever using its sword as a convoluted equivalent to Foul, rather than imitating any of the job's more traditional versatility. And it seems especially odd to use the blandness of any one or more healers as an excuse then to shut down even conversation on making a core mechanic of any other healer less bland.
    (8)
    Last edited by Shurrikhan; 08-21-2023 at 09:17 AM.

  7. #16
    Player
    Calysto's Avatar
    Join Date
    Aug 2019
    Posts
    412
    Character
    Callisto E'elyaa
    World
    Ragnarok
    Main Class
    Fisher Lv 100
    *Toss a monkey paw*

    You now have a focus laser and can't move for 6s that deal damage and proc kardia every 1s.

    If SE do what you ask for it'll probably be that.
    (3)

  8. #17
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,951
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Calysto View Post
    *Toss a monkey paw*

    You now have a focus laser and can't move for 6s that deal damage and proc kardia every 1s.

    If SE do what you ask for it'll probably be that.
    I certainly wouldn't mind as that would require some planning instead of just "press button, make green bar go up".
    (2)

  9. #18
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,377
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Absurdity View Post
    I certainly wouldn't mind as that would require some planning instead of just "press button, make green bar go up".
    The only problem I can see is that if it’s a DPS loss it goes down the route of ShB lilies, if it’s neutral it just ends up like pneuma where it’s functionally an oGCD or if it’s a gain then the heal stops being important
    (1)

  10. #19
    Player
    Allegor's Avatar
    Join Date
    Sep 2018
    Posts
    2,056
    Character
    Red Rider
    World
    Hyperion
    Main Class
    Sage Lv 90
    Quote Originally Posted by Absurdity View Post
    I guess that's just where opinions differ, I find Kardia to be extremely lacking, not necessarily it's potency but it's utilization as a mechanic.

    What does Kardia currently do? It heals a single player for a single instance of 170 potency every time you cast a damage spell and it can be buffed for 4 casts with Soteria, that is literally all the interaction it has with Sage's healing kit.

    What people are asking for is to make Kardia a more integral mechanic for the job, so instead of 10 different oGCDs that all "just heal by X potency" you get more options to interact with Kardia as a healing mechanic.

    As an example let's say instead of Druochole's flat 600 potency healing you get a multi-hit spell that procs 3-4 instances of Kardia or instead of Ixochole you get an ability that spreads Kardia to the entire party for the next 2-3 attacks you do.
    Pretty much this. Kardia is SGE's identity, like cards are to AST or the fairy to SCH, it should be the job's core mechanic, not just a Regen/Embrace clone
    (4)
    Quote Originally Posted by Allegor View Post
    Can't increase healing requirements because "it'd stress the newbies"
    Can't increase dps options either because "it'd stress the newbies"
    so apparently the only option that doesn't "stress the newbies" is either pressing 1211111111, or do nothing at all.

  11. #20
    Player
    Supersnow845's Avatar
    Join Date
    Aug 2021
    Location
    Gridania
    Posts
    6,377
    Character
    Andreas Cestelle
    World
    Jenova
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Allegor View Post
    Pretty much this. Kardia is SGE's identity, like cards are to AST or the fairy to SCH, it should be the job's core mechanic, not just a Regen/Embrace clone
    Though it’s not like they care about healer identity considering SCH’s core identity of the fairy tactician healer has been reduced down to “eos can totem heal on some skills”
    (5)

Page 2 of 6 FirstFirst 1 2 3 4 ... LastLast