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  1. #11
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,349
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Personally, I can't wait for the usual suspects to turn up on reddit and the like, to say 'look how much damage the dungeons do, you wont even have time to THINK about doing damage as a healer', only for said dungeons to be easily wall-to-wallable (and even 0-healed when doing the lv100 dungeons as we currently do) as usual, just as has been the case with SHB and EW's pre-release media tour info

    The pattern never deviates, and the same goes for the playerbase. They've been wrong twice now already, might as well go for a hat trick, right? Of course, if I'm wrong and the dungeons actually DO hit harder (at least, hard enough to actually make us consider 'can I get this damage GCD or does it have to be spent on healing' with fairly increased regularity) then I'll eat my words but be happy to, because it means we'd have some more gameplay as healer. Of course, we'd also have more gameplay as healer if SE would just give us some more damage buttons for our rotation, which would raise the skill ceiling but not the skill floor, meaning casuals are not adversely affected, but the optimizers have more to optimize.

    Plus, the casuals would get excited anyway because 'cool new attacks'. I remember when Misery was first shown. Most of us in my static-at-the-time were like 'that looks cool', and general consensus on the internet seemed to be 'that looks cool', the optimization-minded WHM of our static-at-the-time was busy working out how long the gauge took to charge, if it was a GCD or OGCD, how much potency it'd have to be to be damage neutral (so that it'd actually get used). And to the guy's credit, his prediction was 'at least 900p', which was exactly what it turned out to be. Point is, Misery is a great example of this in action. Casuals use the heals and Misery whenever they feel is a good time, and it feels cool to use Misery and get big number. Optimizers shift their entire healing plan around so that they can use the required Lily spends to charge that Misery, in ways that are more beneficial to them, eg. as a movement GCD so they can do the required healing AND move at the same time. And then they can put Misery into raidbuffs, effectively moving three Glares from outside raidbuffs, into raidbuffs.

    Low skill floor, high skill ceiling.

    Quote Originally Posted by Supersnow845 View Post
    Kardia just needed to be more related to SGE’s kit than a slightly worse but slightly more flexible embrace
    The ideal situation for SGE would be (IMO) something along the lines of 'basic GCDs cost zero MP (this includes Prognosis/Diagnosis), Eukrasia/PanKardia/Zoe/Soteria/Krasis are the MP spenders and all augment your Kardia effect in various ways (eg increased potency, making casts instant, making Kardia AOE, etc)', with the absolute most casual level of casual gameplay being 'hit Prognosis for damage and it's MP free so you can spam it if you like', and optimized gameplay being 'aiming to do the required healing and shielding for the encounter entirely via Kardia Augmentation' (which ideally would be tuned in Savage to be 'exceptionally difficult to perfect (zero GCDs wasted on heals), but doable')
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    Last edited by ForsakenRoe; 02-21-2024 at 01:57 AM.