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  1. #11
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,870
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Valence View Post
    I wouldn't mind some battle mechanics like fatigue and hp/mp decay through it but the mechanic would have to be clearly identified visually for healers or supports to help alleviate it and manage it but the whole system would really need to be reworked entirely into a different type of content to bring actual resource scarcity and forays into dungeons or hostile territory, rather than dance fights. Just adding a debuff that grows over time or forces healers to overheal else the dps are going to go mad at them for losing damage, on top of the current system, feels frankly kinda like a punishment.
    I think each idea shared here has definitely had that easy visual identifiability, no?
    • Aetherblight shows what portion of missing HP would take more to heal back via coloration right on the health bar.

    • HP thresholds explicitly came with visual indicators for each range.

    • Reduced Max HP, unlike Vulnerability Up debuffs, can likewise easily show the max HP lost right on our HP bars (blacked/greyed out or shaded area).

    • Same for the "Trauma" undermechanic posited in my last post.

    • And as long as all wounds would create a DoT based on missing HP, pulling the badly wounded increasingly towards death, there'd be nothing at all visually ambiguous about that, and we could even have the expected net damage or healing to be taken over the next server tick to show right on health bars.
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    Last edited by Shurrikhan; 05-16-2025 at 07:32 AM.