Sapphire
Member
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I believe access to healing from a foundational Archtype v. Archtype (Warrior v Ranger v Mage) should be equal. I believe the additional benefits from secondaries and all the things they provide are a separate discussion and should only be reviewed as a comparative analysis between the secondaries only, and not some grander attempt to tie them into the first point of Archtype v Archtype balance since any Warrior, Ranger, or Mage can freely choose what secondaries to train. In addition, if one secondary seems to have a certain advantage over another in any one area, it doesn't automatically mean anything because the total picture must be also considered. I only suggested the spellcaster lean change to healing because SC lean armors, being meant for mages, were boosting healing as a side effect of the lean. Armors leans, in the past, prior to SC lean, were created only with the input-output damage variables for balance sake, but SC lean changed that in that it also boosted healing. IMO, it was a buff to Mage in ways that were likely unintended. However, I am also not opposed to finding a way to re-allow SC lean to boost healing provided other leans are also tinkered with to do the same. As long as the foundational Archtypes both have equal footing in terms of healing ability as well as access to items that heal, IMO it should be fine. That would be a simpler, easier way to go. Regardless of the direction from a foundational Warrior v. Ranger v. Mage aspect this goes, I believe all of these other GBI's to uphend longstanding interactions with how secondaries play roles with healing is simply going to be problematic in a number of ways. First, it would require a rather large project where many, many, many items get reviewed and altered. We already have a backlog of things that need updating or bugfixing. Secondly, those GBI's have a purposeful anti-CHA/anti-beast build slant that optically speaking, comes off very much like a purposeful agenda in lieu of the stat revamp's finalization to CHA/Guests and how some players may be heckate bent on curbing it further, completely stomping on every player's gaming experience who runs BM characters. I admit that those who train CHA have an advantage to access to heals, but those who train CHA also have the highest amount of access to everything. Since pets and guests design direction provided toggles to 99%+ of them going forward from the initial application of the idea, all that's done is provide an inordinate amount of versatility, and thus, CHA trained players are swimming in item support. CHA trained players have access to damage boosters, mob nerfs in a thousand ways, resource heals, etc and when they run both a pet and a guest, it can create synergistic combinations more easily than non CHA players have access to that at times, can result in very strong interactions. The MP bar provides an incalculatable about of versatility for the Mage, just like Beast builds having access to so many options with their pets and guests is incalculatable. But here we are. Now that the stat revamp is finished, and the dust has settled, the answers to not only healing but other issues in regards to this push by some to find ways to nerf CHA isn't really to nerf CHA, it's to provide more item support for foundational builds. See, the SC lean change and berserk change were often used alongside heal resist stacking and healing was trivial. I once saw Dizzle provide a GIF of an 18k heal. Now I'm not entirely opposed to resorting SC lean back provided Rangers/Warriors get something that matches it, but I do think reducing those interactions has actually provided design space for heal booster items that ISN'T heal resist. So instead of using items not actually intended to boost heals, you make items with the intent to boost heals. For example, Staff could create miscs/shield, have effects on armors, even weapons that are something like +25% to all SP heals or HP heals or MP heals. If heal resist mod items are typically 12.5%, then single resource items don't alter heal element, but rather boost a specific targeted resource. The result here is a shield, for example, that maybe gets -25% to it's element instead of -26%, to boost SP heals by +25%. Or there could be a Ranger-focused armor that has a toggle built in that pays sp to boost HP heals. These can be used WITH heal resist mods. You could make a melee weapon that boosts HP heals in the same manner. Since pets and guests typically get toggles for specific resources, then non CHA players should have items that can boost heals. Another example of item support would be in the form of a heal booster guest or pet that entirely scale on main stat. You could have a STR-Scaling heal booster moglin guest that increases HP heals . Another for Ranger. Another for Mage. Another issue is there is higher item support for CHA trained players for healing MP and SP, not just HP. So there should be way more access to ideas that heal especially SP for both Rangers and Warriors who do not train CHA. This will also soften the blow and backlash that will inevitably come from Essence Orb's looming nerf. I would not nerf EO without several more items that can provide SP . It can be hit based similar to trickster or nickelclad, or it can be even ideas such that what Wishweaver does. A skill that takes a damage penalty or even costs HP to convert damage to SP. Ultimately, I think these issues are best resolved through exciting new items that try and bridge the item support gap in a focused and concerted effort rather than overhaul the entire thing and risking upsetting your players simply because some people are heckate bent on it. It is by far, the best route. And again, I have no qualms with the resorting of SC lean, as long as the other leans have something added to make these equal at baseline. But either way, the answer isn't a project that involves altering many, many things while ticking people off on top of the weekly production schedule. It's just gapfilling and providing item support to bring more access to healing. Also, one final suggestion: I would go the hypercrit route for healing with all this item support. Meaning, any heals that come from a pet or guest cannot be boosted with an item who's intent is to be used for non CHA builds. So what I'm saying is, if there is an armor intended for a Warrior and it has a toggle that pays SP when a heal skill/spell is made that boosts HP heals by 25%, and it has a heal booster guest that boosts HP heals...then these only work for heals that come from the player. So this same player cant use these to boost a pet's heal, too. Keep CHA based healing unboostable by things that intended for non CHA players. BM's already have their methods to boost this.
< Message edited by Sapphire -- 3/20/2024 10:40:17 >
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