Sapphire -> RE: Healing (3/26/2024 8:23:58)
|
A few points: quote:
@Sapphire: I already addressed this argument in a prior post, but to reiterate the key points: Well aware. It did zero to facilitate whatever you had hoped it would the first time, so unsure what linking back to it does the second time. My opinion on the matter just doesn't align with yours. I see zero point in referencing something I've already read. *Snip* Don't be nasty ~Ward quote:
I'd like to throw in a couple of other things into the mix too. First, you previously argued that workload is an important factor to consider when making a decision. You're currently arguing for the staff to buff all disadvantaged builds by adding new healing items to close the gap. My proposal certainly requires an investment of labor, but I struggle to see how yours is any different in that regard. Closing the gap by adding new items represents a large and extended project no matter the approach. At least with my proposal, you deal with multiple issues at the same time. When I referenced the workload it would take, I do not look at the workload aspect in a vacuum and then solely make those statements based on some baseline workload issue. There are other directions this topic could take that also would require some workload, and maybe even perhaps more overall if we're talking long term. Some work has to be squeezed into the existing production schedule, where as other workload can be in the normal day in and day out production schedule. To me, it would be easier on workload to gapfill with new items as we go rather than putting pressure on the production schedule via a new project. However, regardless, I make the workload argument based on the perceived return on investment. Part of the return on Investment includes more than what would be some perceived "fix" on paper vs other better alternatives. It includes a huge facet that you either choose to ignore, or do not care about. Either way, I see it as an untenable position for you to be in with much of these topics. And I believe staff is hyper-aware where you, again, choose to ignore or do not care. And that's simply this: Your proposed changes trample on many players current gaming experience. Most of the GBI's that've been proposed by you seemingly do this. The optics look as though, the approach is to nerf CHA/Beastmasters come heck or high water. It almost feels as though since the stat revamp for CHA/Beastmasters didn't turn out as you would have hoped, that this is a pivot to find ways to 'fix' the issue that you perceive. Arguments suggesting some of this isn't "just" targeting Beast builds comes off as dishonest considering many statements made not only here, but on other AQ outlets. Many players see it this way. Many comments suggest as much. This is why much of the positions I read are untenable. Aggravating a large swath of players doesn't really sound like a positive return on investment when whatever labor would need to be exhasturbated to implement your proposals only serves to result in a lower playerbase or a jaded community. This is where I draw some distinctions, as well as where it seems as though for you, you might not care if it ticks off players..so as long as your goals are met. If this isn't your position, I assure you it comes off that way. You may think this change is best for the long-term health of the game. I believe losing players and continuing to alter items that player covet to work in a different manner than they originally did shows bad faith from the Devs in the event these suggestions you make were to actually happen. This is why I don't think the Devs will implement your suggestion. Because I don't think for a second they're out to ruin people's AQ experience. Now because I agree with you that pets and guests provide more options to healing (and a lot more than that), I agree that non CHA builds may need something. Here's where you prove my points : quote:
Secondly, we've been ignoring a really simple concept throughout this discussion: Resources are meant to be restricted. The reason to have a HP, MP, and SP bar is because those resources are meant to be finite. Sure, they can be regenerated, but they exist because it's intended for players to have to make choices around how those points are spent. You're not meant to be able to run your SP-costing effects indefinitely, otherwise why bother having an SP bar at all. In AQ's current state, healing items are incredibly powerful. Essence of Carnage and Siphon can heal incredible amounts of MP. Cometoid Jelly and Plushie Mort can exceed SP heals of 1000 with the right setup. The Wishweaver armour has an SP heal cap of 784 at level 150. That's half a bar in one attack, and I haven't even yet mentioned Essence Orb and its associated problems! We're undermining the fundamental point of having resource bars in the first place. I'm not remotely suggesting that my proposal is going to solve that problem, but I do know it's considerably better than contributing to it by accelerating the number of powerful healing items we create. This is also a great segue into the conversation started by @Dardiel earlier in the thread - are healing items too powerful in general? I have maintained that the reason CHA builds currently have an advantage in terms of healing is due to item support. While on one hand you seem to disagree and claim it's bigger than that, you then provide examples of item support in the paragraph quoted above. Look, there are some pets and guests with some designs that maybe in hindsight staff shouldn't have done. I'm honestly on the fence with that take, though. Every example you gave except maybe EoC are not problematic on paper. EoC when CHA is trained is bonkers for MP heal, admittedly. But Wishweaver's SP heal skill costs HP's and is therefore not some type of infinite risk. But that risk can be mitigated when used with other items. Jelly/mosquito on paper isn't all that strong, but when used with a certain set of items it becomes very, very strong. So are we going to start attempting to police every stack and strong synergy with pets and guests , or will we not also turn a blind eye to the hundreds of strong stacks and synergies with many non-CHA-related items? Where do we draw the line? Why item A but not item B? Why stack A but not stack B? Why Synergy A but not synergy B? Are we to be consistent and tackle it all, regardless of CHA's affiliation or not, or do we just make sure the item on paper is fine and if players have fun finding the stack/synergy/buff interaction just let them have fun? See, untenable position. Finally, because CHA based healing has an item support head start, then the best approach in terms of workload is for staff to provide item support for healing for non CHA builds. The return on investment going this route would add to existing non CHA players gaming experience. I get that SC lean and berserk no longer working for heals ended up becoming a hit to heals, but I still maintain they were unintended. LEans do not take healing into account. If we want SC lean's affect to be undone, then all leans will need to. I am personally OK with either approach, so as long as baseline healing between the foundational INT=STR=DEX Archtypes are considered equal. Either way, I still maintain rather than making all items require END, instead, make more healing-focused gear for non-CHA builds that all cater to the Archtypes. While I share the concern that item support may mean taking the long road, It doesn't trample on a subset of players gaming experience. If you don't care about that, or wish to try and somehow lessen the impact that your proposal would have in this area, then I guess continue to press with that position. I don't think it looks great. Just saying. I'll end with this, and it's something I said in another post: I propose a 1-2 month long test---> Reduce top end HP's at 250 END by an amount mathematically deemed sufficient, and insert non-style bonus base behavior heal boost attachment to END. If END had something like +25% base heal boost, with the +12.5% style bonus, you'd have +37.5% bonus at 250 END. Make this only work for player-derived heals, where pet and guest heals cannot have access to END's bonuses. And let's see how that one change can effect existing item support. I propose for it to work on all resource bars, but if that fallacy of SP agnosticism from 2014 or earlier still has to be Dogmatized, then make it HP only. Regardless, non-CHA builds will need more access to gear with SP heals, which will lighten the shock of whatever EO becomes. I have a hunch in practice, once players test it with existing items, they're actually going to like that change.
|
|
|
|