Legendary Ash
Member
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quote:
We are however talking about a conversion for Player HP which does not have as strategic value as MP/SP by letting you cast a spell or skill. On the contrary, Healing spells are really bad right now and the best advice is to use Potions instead as far as SP/MP to HP "conversion" goes right now while spending a turn to cast them. What is observed here is someone's opinion that HP does not have strategic value, this is contradictory when conversions involve a least two resources that are exchanged at a determined ratio of value, in which if not for this particular conversion equipment, it would not be possible to go through with the said strategy. Healing spells being bad is another opinion that is based on the assumption of certain circumstances, traditionally heals are designed to auto hit and utilize harm element, these two characteristics are scorned by those who prefer that healing is based on hits connected and standard elements. As potions are designed to serve as undo buttons for mistakes in battles, their intended superior potency should not be viewed as the standard for healing, rather healing spells are the standard used in normal circumstances. From perspective of game developer with an intent to provide breathing room for mistakes through Hp/Mp potions, Ally Assists and Save points, increased costs for continuous usage or inefficiency may be too malignant of a design principle become an accepted and widely used standard as it risks an early onset of defeat as one's unretractable decision to inefficiently consume resources that are initially sufficient may lead to insufficiency down the road all because of an obsession with a particular strategy. The problem at hand is that we have two pieces of equipment that are poorly designed in terms of constraints, when used together it exacerbates their imbalance. A proper treatment of Purple Rain in order to restore its status as a 'Rewind' or 'Reset' button in a battle would be to save all active durations and power of status conditions as well as charge values for equipment that utilize them for its save point. Just because quickcast means to be free of turn costs, it doesn't imply an absence of a limit as these are two separate concepts. The question is should quickcast be defined as giving permission to have the whole battle be condensed into one turn by consuming all resources and inflicting all sorts of penalties on the turn after if one doesn't knock out the enemy in a single turn, and if this is intended to be what players should try attain as the ultimate goal of their quickcast strategy. I think the above perfectly illustrates a necessity to apply hard caps to equipment as a fail-safe balance safety measure to ensure that it will never again spiral out of control as it interacts with equipment of complex designs in the foreseeable future.
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