As long as the healer (SGE in this case) has access to a basic kit of 'this loses you damage badly, but it's there if it's needed' heals, this should not be as big a concern. For example, you can make optimal healing play for SGE absolutely overcomplicated as hell, because it's still got Diagnosis and Prognosis to fall back on. Doubly so if they're made zero MP costI'm saying if they went full on with it (which would be fun and daring), SGE potentially could screw itself by not saving up for the phase, whereas other healers continue to build those resources because Aetherflow, Lilies and, uhm, generic cooldowns, are all based on time. The same timeline they devise the encounter around.
Other healers can absolutely get screwed by not saving up for a phase. Harrowing Hell sees me holding onto as much stuff as I can in the mechanics leading up to it, up to the point where I'll be using real GCDs instead of Lilies if need be, to make sure that I can keep Plenary Temperance and Lilybell for the actual mechanic. Same with SGE and it's kit, I'll hold stuff on purpose if I know something big is coming. Also, dying loses those saved resources, and SGE is actually the second least punished by this (behind AST, who's 'resources' are just plain CDs). Because SGE loses it's Addersgall, but the timer continues to tick and re-grant Addersgall while dead. WHM loses it's Lilies, and the timer pauses (because you're technically not in combat while dead), and SCH, poor SCH, gets the absolute worst of it. You lose your Aetherflow, your Fairy Gauge, your Fairy (requiring a GCD to resummon), AND you get the 25% weakness + lost MP like every other healer. They ought to make the Weakness/Brink a flat 25% damage down, so we don't have situations where 'oh sorry my shield was not strong enough because of Weakness debuff so now we wipe'. They addressed the same issue (kind of) when they changed it so your Max HP wasn't impacted by Weakness, IDK why this got left alone
That site really needs a darkmode (or if it has one, to make it more obvious how to activate it)
appreciated
Yeah, I know. I even said you can just save your resources later down that same post you quoted.
I'm not saying these things because I think SE has a GOOD reason for designing SGE the way it is, just as to why they probably DIDN'T do what Sarge said in the OP.
It would take some courage for them to do it and would require more effort if it didn't work perfectly and SGE got screwed, so they didn't. That's all I'm saying.
I actually miss weakness only being 15 - 30% but also affecting HP. Made keeping players that died up more of a challenge and feel more rewarding; also made enrages less of a pain in the butt to meet if players died.
please dont make any of these bad ideas public... I like my sage how it is...
Well considering the brand new healer that was supposed to make everyone happy has already fallen to 3rd out of 4 and it’s only beating out the trash fire that is Astro not many people seem to agree
Then you have effectively identical gameplay when the gameplay is dull, and just get punished through lack of healing resources the moment you have to, well, actually heal... which really just means you even further Dosis spam while the potency-pathetic Energy Drain tries first to cover the loss and your healer then sacs their filler spam in your place if need be.
So... no positive outcome possible, but certainly some negatives likely.
I'll pass.
I'm all for giving SGE more control over the timing of its DPS and leveraging that through a %-of-damage-based Kardia, but it doesn't then need its literal CD rate to then be dependent on that, too, or you're basically just making its GCD heals outright traps except while all enemies are gone and you've nothing better to do.
Last edited by Shurrikhan; 10-20-2023 at 10:55 AM.
If that's the only change we make, then sure I agree. But I said this in the other thread, I don't think generating Addersgall through DPS uptime is a bad concept. On its own, it does nothing to resolve the major issue of Dosis spam, but with a fleshed out DPS kit it could be fine. You could also relegate it to certain actions as a choice in your rotation. I think the biggest problem is that it usurps Kardia and renders Kardia redundant and unnecessary. I'm not sure if there's an effective way to connect that concept to Kardia in order to reinforce Kardia as a core part of Sage gameplay in a way that doesn't feel roundabout and superfluous, and that means it's really not my first choice, but I think there are ways you could approach that and make it successful.Then you have effectively identical gameplay when the gameplay is dull, and just get punished through lack of healing resources the moment you have to, well, actually heal... which really just means you even further Dosis spam while the potency-pathetic Energy Drain tries first to cover the loss and your healer then sacs their filler spam in your place if need be.
So... no positive outcome possible, but certainly some negatives likely.
I'll pass.
I'm all for giving SGE more control over the timing of its DPS and leveraging that through a %-of-damage-based Kardia, but it doesn't then need its literal CD rate to then be dependent on that, too, or you're basically just making its GCD heals outright traps except while all enemies are gone and you've nothing better to do.
In short, to me, it feels like there's room for one or the other, only, and of the two, I prefer Kardia. I feel like a persistent Bloodbath-for-target-ally is just actually more interesting than yet another builder-spender gauge.If that's the only change we make, then sure I agree. But I said this in the other thread, I don't think generating Addersgall through DPS uptime is a bad concept. On its own, it does nothing to resolve the major issue of Dosis spam, but with a fleshed out DPS kit it could be fine. You could also relegate it to certain actions as a choice in your rotation. I think the biggest problem is that it usurps Kardia and renders Kardia redundant and unnecessary. I'm not sure if there's an effective way to connect that concept to Kardia in order to reinforce Kardia as a core part of Sage gameplay in a way that doesn't feel roundabout and superfluous, and that means it's really not my first choice, but I think there are ways you could approach that and make it successful.
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