
Originally Posted by
Valence
I'm not speaking about applying death design or the way it's in the rotation, that's another story. I'm referring specifically to how every time you kill an enemy with Death Design up on them, you generate 10 gauge on RPR.
This actually rewards the player, and am I the only one that find it satisfying? If not, then I was thinking that perhaps more of similar mechanics could be introduced? They don't have to all be the same, the goal isn't to make everybody into RPR. But one could imagine variants like but not limited to:
- Anything hit by Flamethrower generates 1 Heat and/or 1 Battery (please give us AoE battery options SE, I beg of you), 1 per enemy hit.
- DRK's Sole Survivor Deluxe 2.0 back from the grave: Abyssal Drain the sea urchin of darkness inflicts targets with Sole Surviror debuff for X duration, every time an enemy with that debuff dies, the DRK heals for a certain amount (and recovers some MP?). DRK would finally gets its sustain, and it would prove skillful enough that the first half of a pull would rely on soaking everything with TBN until no MP, then when mobs start dying, the DRK starts healing out of it instead. And it's a win win, because it wouldn't even introduce a new button for the sake of button bloat!
- BRD: anything under the radius of effect of a song gets a small % chance of repertoire proccing. Rejoice for that the the glory days of Rain of Death (and soon PP) spamm are back?
I'm sure you can imagine other things for other jobs like this.
And Death Design is an ability introduce in EW, so that would be technically in line with the current job design no?