Sapphire
Member
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END's identity isn't, nor shouldn't be "the best healing stat". That argument is a self-serving one that only serves to justify the END replacement of CHA on all healing. In reality, END should be the durability stat, and just focusing on healing in my opinion is a further distraction to nerf the output of healing from pets/guests. I don't have issues with making EO scale with END. There should be *some* items that utilizes END. It lacks item support compared to Charisma, and is the BIGGEST issue. It is clouding everyone's judgement in terms of this hyper-focused dogmatic point of view of CHA. Again,what should happen is an adjustment to END's base behavior, and then introduce item support for it. There is also this sentiment that we should be killing off Lucky Strikes, etc from heals. I disagree. This entire healing debate has become so widespread, just because of SC lean/berserk changes, that there's an attempt at essentially a redesign around this entire idea. For me, that's a non-starter. The backlash with a change on this scale and of this magnitude would wholly turn out to be a negative both in the short term and long term. It would be perceived as a bad faith change for many players. The best path forward is addressing END by itself w/o touching any other stat, and do so in a manner that doesn't also destroy the gaming experience of those who like END the way it is, too. That may be rather difficult, and yes it is impossible to please everyone. But upending a lot of the game in some pursuit of imposing changes based on what a person or a small group of people think onto the masses is extremely selfish and severely lacks empathy for other's gaming experience. This game isn't new and growing. So be delicate. I wanted to touch on luck once more, before moving on. I was once on board and pushed for the idea of doubling lucky strike base rate to 20%, and halving the lucky strike damage. This came with the caveat that during the stat revamp, that luck was given a strong idea to offset the feels bad of this change. While average output with that change wouldn't change, the top-end extremes would no longer be there, and that might not sit well with some people. This approach does quell the lucky strike portion to healing, as well as damage, but because lucky strikes essentially props up luck so much, this is why it should be given a new idea. Lucky break IMO is too niche. 98% of monsters don't inflict a status on the player. And most of the ones that do, it's not going to alter the results of the fight. It does have some extremely powerful instances, such as vs a boss who's heavily utilizing statuses...but while that application can be strong, overall I find the mechan ic to be 'meh'. If we were to come up with, and add in something else to luck (it DID lose quite a bit during the stat revamp, tbh) then I could be persuaded to accept increasing base rate to 20% and halving the damage. This would require all or most items that deal with lucky strikes to be reevaluated mathematically, but this would bring down extreme cases for damage/healing. It's this type of compromise that's needed, not just killing lucky strikes altogether from healing. Now, in terms of END, how can we make it more attractive and make sure it's identity is durability? (not "the healing stat") If people feel as though the sheer amount of HP's is superfluous, and if people feel as though training CHA provides a healing advantage.. (it may, but HP's matter as it means up-front HP's means needing to heal less often, which is an inherent advantage btw), then perhaps END can use some better heal power. So again, 1. 2895 HP's END gives x .25=2171 HP's instead. 2. Increase all player-derived heals by 1.25 (+25%). This offsets the HP loss. 3. Replace Status cleanse (reserve this idea for items, it could be an idea exclusively using END) with... 4. Reducing DoT damage specifically Other ideas 1. Increase MRM by an amount, remove HP's further. If you lets say, block 10% more often, you don't need the HP's because you blocked. So this is a swap. Endurance can also mean blocking at a higher rate. Currently, nobody blocks more than anyone else. This actually makes it so training END gives more durability for blocking, too. 2. Let END decrease the player's Harm resistance. This is more niche, but I think it fits in with "more durable" 3. You could tie some added feature to the player, based on END. Example-->Everytime the player chugs a HP potion. You are forced to skip a turn. Maybe this is a hybrid idea of what LK mentioned. Instead of all turn skips, make this occur when you chug a potion. Give the player an eleshield (or a barrier) based on END, when they chug a HP potion. This means having to take the turn followed with the eleshield (or barrier) should result in more benefit than everyone else. And finally, there just needs to continue to be more item support. I think if you approached changes to END in order to have it do many things that all increase durability in a variety of ways, and reduce it's HP's some, but not by a whole lot, it would become more attractive and therefore, more competitive in many's minds as a viable alternative. LAstly, here's why it should affect all 3 resource bars healing: 1. Pets and Guests exist that heal all 3 bars, and these are all increased by training CHA. Plush Mort (premium), Mosquito (premium), Jelly (rare), Wishweaver (premium), Vampoglin (gold), Void skull (premium), and others all heal SP. Training CHA boosts this. 2. Take the above pets. If the heal/attack that heals lucky strike, this boosts the SP heal. The above 2 instances means that both CHA and LUK can boost SP healing. Also, Wishweaver armor's (premium) exchange costs HP and heals SP = to damage, with a cap. It's 2 hits. A lucky strike can help get to that cap by increasing damage. This is another example of Luck boosting an SP heal. Currently, END cannot boost SP at all, where there are cases where CHA and LUK can. This is likely the basis for Chaotics argument with this entire "build agnostic v build dependent". In both instances he is trying to disable CHA/LUK and have NOTHING increase the SP heal, or REPLACE it all with END such that only END can. Both cases are a terrible application. Instead, a proper "fix" is you make END boost SP heals from player-derived items, too, to match the instances with LUCK and CHA. So, for example, Wishweaver's SP heal would be boosted by END. Dodge SP heal (like ultragauradian/moonfang shields) would boost the heal. There are some other SP heal items, however, almost none of them are of anything significant enough to challenge Eseence Orb. If we're to see EO nerfed, IMO, first we'd need a couple armor options, maybe a trickster shield for SP, maybe an Infinita staff redesign to be sort of a nickelclad approach (mostly) (Please see my infinite rework idea in suggestions, it's essentially nickeclad and the 5% MC is damage based SP) and some other options so that END players can make use of these new items so that the EO nerf isn't so devastating. (BEcause that's actually the main reason players train END) Lastly, I am open to the capped healing idea, but weary. I wouldn't support anything draconian, nor would I support anything based on item category (like how eaters are based on the melee valuation for capping) It would need to fit with how damage caps work, a more universal set up and still allow for players to try and stack , etc. (Because Fun matters more than some strict dogmatic ideological model nonsense) I found Wishweaver's cap to be just fine. Not too low, not too high. Any draconian caps would fall out of favor for me, personally. Focus on an Endurance redesign and mostly leave other stats alone. This doesn't slap people across the faith and doesn't give off bad faith feelings from devs in terms of items, etc (like altering premium items, or even completely altering people's favorite builds in a negative way)
< Message edited by Sapphire -- 3/31/2024 8:06:43 >
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