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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,832
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Recon1o6 View Post
    This is kind of what I was thinking about actually.

    <snip>
    That's fair.

    Accordant Counterproposals:

    Goals
    • Add greater downtime agency and frequent-CD agency to SCH without much increasing its button count.
    • Tap more into the (de)buffing aspect of SCH, especially through the differences between Eos and Selene (and perhaps Carbuncle) and through returned offensive actions.
    • Revamp the Fairy Gauge, though not necessarily to make it more involved in itself, but instead just to make more nuanced use of one's pet possible.
    • Make MP more meaningful without significantly increasing the chances of starvation and thereby seemingly lost agency or apm -- through universal changes and ACN/SCH traits, both.

    Universal Changes
    • The global DoT/HoT tick rate has been changed from per 3 seconds to per second.
    • The portion of time healing likely to be spent healing has been indirectly increased through certain nerfs to rein in free sustain.
    • Raw Intuition, Bloodwhetting, and Nascent Flash now heal for a portion of damage dealt instead of a flat value per hit. Nascent Flash now only transfers overhealing, rather than healing also healing an additional target basically for free.
    • Improved Equilibrium's and Shake it Off's heal over time effect have been nerfed. Heart of Corundum and Holy Shelltron's heal over time effects have been nerfed.
    • Most AoE heals' value in 8-mans have been nerfed significantly, with roughly half their healing being split over all wounded applicable recipients in range.
    • Healers have lost their +30% damage and healing traits. Their offensive potency has been increased in compensation, but most of their healing has not.

      Physical Ranged have likewise lost their +20% damage traits, though their potencies have been raised to bring about a similar effect. Enochian's damage bonus has also been removed, instead increasing spell potencies directly.

      In this way 800 potency on a tank is the same as 800 potency on a Melee is the same as 800 potency on a Ranger is the same as 800 potency on a Caster is the same on 800 potency on a Healer.


    • All health bars now properly indicate remaining damage absorption.
    • Periodic damage and healing to be taken upon the next tick, in the next 3 seconds, and in total are now indicated within the health bars on UI.
    • Healing absorption (up to X points of healing to be nullified, instead purging that effect) are now indicated on health bars similarly to damage absorption.

    • Lucid Dreaming removed. MP now instead ticks individually for each player, per half one's global recast time, for 200 per tick. Piety further increases the rate of MP ticks, rather than their size, as to keep the numbers more intuitive. Lucid Dreaming contributed 3850 MP per minute, while passive MP generation contributed 4000 MP per minute in combat, for a combined 7850 MP per minute. This increased MP generation only faintly, to 8000 MP per minute, while effectively solving the MP inefficiencies of Spell Speed.
    • For each %MP below 50%, your output is reduced by 1% but your MP tick rate is increased by 2%. In this way, MP matters, but you do not have a hugely increased chance to starve.
    • Most healing abilities now cost MP. Unless being used at above their previous rates of allowance, however, this is sustainable.

    • ALL jobs now use MP, though at a wholly sustainable rate even when accounting for their abilities.
    • Dying now costs one 50% MP. You will resurrect with the same MP as when you died, minus that 50%.
    • Weakness and Brink of Death have been removed. MP instead makes that difference.
    • A few MP-granting actions have been returned to the game.

    • Skill Speed and Spell Speed consolidated into just Speed, and reduce global recast times such as that of Heat Blast and Enchanted Riposte now correctly scale with Speed. Most GCD-affecting abilities under 60 seconds' cooldown and nearly all abilities under a 20-second cooldown now also scale their recast times with Speed in order not to force delays due to drift.
    • Critical Hit now again only increases Critical Hit chance, while Critical Hits deal a flat +50% output unless exceeding a 100% chance; guaranteed crits act as a +100% chance and excess chance is converted into additional effectiveness (a 120% chance to crit for +50% output becomes a 100% chance to crit for +60% output).
    • Macros have been entirely ungutted, and a new more visually-appealing and user-friendly means of creating macros has been added in the form of Gamuts. All skills may now be queued, including Sprint and Potions.

    • A new type of action, Technique, has been added. Techniques are affected by neither the "global" recast time nor the (truly global) "animation lock" (the briefer lockout period after using any action for which no further discrete action can be used). Sprint and all pet abilities are now Techniques, greatly improving their responsiveness.
    • The options to have an ability go off at the target location or onto a target field or UI target upon releasing the targeting indicator has been added. Macro code: "cr" for "cursor-release", "mor" for "mouseover release", "ftr" for "field target release", "uir" for "ui target release".
    • Macros and gamuts may now specify a preferred "snap-to" position for soft-target selection.
    • The Schema system has been added as a sub-component of Gamuts. Schema allow players to set trickle-down target selections for different action types (say, UI-mouseover enemy > field mouseover enemy > target > focus target > target of target for an attack (with that being further sub-dividable into, say, single-target, no movement, direct damage, etc.). Gamuts/Macros may specify a Schema (including "Default", which is just what is used now) overall or per action, or can just use the Schema already set for each action type within the macro.

    • Target of Target bar may now be separated from the Target bar. Length of the Target's health bar may now be adjusted. Length of Status Effects area may now be customized by pixel width and height, rather than only by icon count. Either can also be set to match the other.
    • A new option, Target Swap, has been added to the Character Options / Targeting pane. When hovered over or selected, it reads "When targeting one's Focus Target, the previous Target will be swapped into the Focus Target position. Upon swapping to any other target, the Focus Target will retake its earlier position."
    • A new option, Twin Targets, has been added to the Character Options / Targeting pane. When hovered over or selected, it reads "You can now hold one friendly and one unfriendly Target each."


    Scholar Changes
    • Aetherflow now generated passively. You just generate a stack of Aetherflow every X seconds as traits improve, much like as Addersgall, but to a maximum of 6 charges held (though you still generate only up to 3 charges outside of combat). These can be shown as 3 charges and then a further border and glow around doubled charges, or as a fly-out gauge that expands to up to 6 units shown.
    • Further Aetherflow acceleration, either via CDR per action or just accelerating it to a stack generated per 15s (buffed from per 20s), via some new trait between levels 74 and 88.

    • Energy Drain now suppresses enemies struck, causing them to deal 50% less damage or healing for up to a total amount absorbed equal to 400 potency. This total suppression value fades linearly over 8 seconds; time it well.
    • Energy Drain can now be used on allies in order to purge up to 500p of periodic damage they would otherwise take over time and to cleanse a single cleansable detrimental effect.
    • New trait: Leeches. Cleansing an effect from a friendly unit grants Leeched, which causes your next offensively used Energy Drain to upgrade to Energy Spike and cause it to inflict the stored debuff. Power of the stored debuff may vary from its original form. (It caps out around the value of 300p of damage.)

    • Bio has returned to being an 18s DoT.
    • Miasma has been returned, along with its various upgrades, as a 24s DoT.
    • Art of War has been replaced by Perturbation, which deals both direct damage and a 6-second DoT. Inflicts 20 additional potency and refunds 100 MP for each of your afflictions on the enemy. Costs 800 MP, but has the highest ppgcd of any healer AoE, and still a competitive ppgcd even if spammed.
    • Broil now costs a hefty amount of MP (1200 per cast) but refunds 300 MP for each of your afflictions present on the target. Damage increased (less noticeably as ranks increase).
    • Each level that upgraded Broil now also upgrades Ruin, leaving Ruin of use as a more sustainable offensive action (costs only 300 MP) at lesser potency (never more than 90p less).

    • Bane readded in the more versatile form of Propogate. Propogate doubles the total value of your beneficial effects on a target ally before splitting them among all allies within 8 yalms, or doubles the total value of your harmful effects on a target enemy before splitting them among all enemies within 8 yalms. Costs 1 Aetherflow. 10s CD.

    • Chain Stratagem can now be recast as many times as you like within the 15 seconds, thereby changing its target. If that target dies, Chain Stratagem will rank up to Chain Strategem II and will move automatically to the next most wounded target within 10 yalms and offer an additional 2% critical hit rate. It continues to ramp up until rank V, at 20% bonus crit chance. Chain Strategem can be spread by Propagate. Note that only 1 enemy will be affected by the ranked up action, though, if it results from a spread. To get CS-V on all enemies, you'd need to specifically Propagate the CS-V, which means you'd have to hold Propagate for then.

    • The Fairy Gauge has been replaced by simple Summon MP -- an MP bar... for your summon. Pet actions drain their MP. Summon MP regenerates over time, from Rouse, and from your MP-generating actions. Pet actions generally heal for higher amounts
    • Rouse has returned, as a 60s CD. It grants your pet MP immediately and over time while increasing the power of your pet's actions by 40% for 12 seconds.
    • The later trait, Fey Link, allows you to spend Aetherflow to cast Rouse even when it is on CD. This usage does not reset Rouse's cooldown.

    • There are now three primary pets, Carbuncle, Selene, and Eos. Seraph just combines the most powerful but least interesting parts of each pet's kits for 20s as often as every 120s.
    • Pet "potency" is now equal to Scholar "potency". The healing that 400 potency would put out from the Scholar itself will be identical to what 400 potency of pet healing could put out.

      Main Features of Each...

      Carbuncle - Tricksy Utility
      Passive: Mana-Glutton - Your attack spells can be cast upon Carbuncle during combat, on whom they instead a barrier of equal value.

      Action 1: Glow - Increases healing received by the target by up to 50%, to a maximum bonus amount equal to 200 potency.

      Action 2: Burst - Carbuncle consumes its barriers to deal damage of equal amount to the target enemy and 40% of that damage to all enemies within 8 yalms. Cast automatically upon being unsummoned if there are enemies engaged in combat against you. Requires barrier.

      Action 3: Backlash - Instantly rushes forwards to knock back the target enemy and those near it towards a target point within 40 yalms. (If no target is selected, it will instead knock away all enemies within 8 yalms of the Scholar towards the direction the Scholar is facing.) 20s CD.

      Action 4: Reflect - Channels a fortifying beam into target ally's barriers, causing attackers to take damage equal to the amounts nullified due to barriers.

      Eos - Steady Sustain Throughput
      Trait: Illumination - Eos's healing temporarily grants an increase to Defense and Magic Defense based on the amount healed. This bonus fades linearly over 9 seconds, though multiple instances may overlap. (Only one instance at a time is shown, and its tooltip notes the amount of Defense and Magic Defense thus added.)

      Action 1: Dawn's Embrace - Heals the target for 150p, plus an additional 150p over 9 seconds.

      Action 2: Covenant - 90s CD - Bind the health of two allies together, marking both as Keeper of the Covenant, temporarily converting 20% of the maximum HP of each ally into a rechargeable barrier. Damage to the remaining health pool of either will draw from the other's barrier to replenish the health lost and convert the portion of barrier health drawn back into normal HP.

      Action 3: Zephyr - Spend up to 50% of Eos's remaining MP to spread a heal over time effect across up to 8 allies within 25 yalms, causing them to heal for 50p per second for up to 12 seconds. Duration stacks up to 20 seconds. (More MP = higher duration granted at a time, but you can still cast this multiple times in succession. Casting it with only 50% MP remaining (therefore just 25% total MP spent) will only add another 6 seconds.) Note: HoTs and DoTs now tick per second, per the universal changes.

      Action 4: Illumination - Channel Illumination, spending 8% of Eos's MP immediately and then an additional 1% per living ally within 25 yalms to increase their healing taken and healing done by 10%.


      Eos - Barriers and Offensive Utility
      Trait: Twilight - Selene's actions temporarily grants an increase to Critical Hit and Direct Hit. This bonus fades linearly over 9 seconds, though multiple instances may overlap. (Only one instance at a time is shown, and its tooltip notes the amount of each stat thus added.)

      Action 1: Dusk's Caress - Shields the target for 200p. If a barrier is already active, heals instead.

      Action 2: Midnight - 60s CD - Silences enemies near the target for 3 seconds, including the target if unfriendly. If used on an ally, also temporarily reduces their Enmity.

      Action 3: Moonlight - Spends 8% of MP per second channeling to provide the target ally with Moonlit. For every second channeled, the target receives 1.5 seconds of effect. Moonlit increases one's Attack Speed and Movement Speed by 10%.

      Action 4: Nightwind - Spends 8% MP per second to channel, increasing party members' movement speed by 15%. This amount stacks with other sources, to a maximum of 30% (the speed of Sprint).

    Work still required:
    - Some pruning of redundancies, maybe some universal-minded adjustments to barriers /barrier-stacking. May leave Haste effects to AST alone and just have Selene grant Crit only.
    - May remove Seraph outright for being less interesting than Rouse (since Rouse enhances choices instead of temporarily negating the need to make them).
    - And tons else, of course. Per the thread's premise, I stuck to just some 30 minutes of work.
    (0)
    Last edited by Shurrikhan; 09-06-2023 at 02:22 PM.

  2. #12
    Player
    UkcsAlias's Avatar
    Join Date
    Dec 2021
    Posts
    735
    Character
    Aergrael Iyrnrael
    World
    Ragnarok
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Kacho_Nacho View Post
    I don't believe Square Enix listened to the "tryhards" more than veteran healers in terms of feedback. No camp somehow has S.E.'s ear over anyone else.
    If they listened to tryhards, healers would already have more DPS options.

    And the problem isnt even lacking dps options, its lacking healing opportunities in fights. Not enough healing moments means more time has to be spent on dps.

    More dps buttons only has 1 effect that is beneficial: in case there is no healing to be done, you have a bit more button variety. But it doesnt solve the root cause at all.
    (0)

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