Interesting idea, Macht. I have to say I'm fascinated by the idea of getting a 2-hour effect after losing your 2-hour ability. One thing I wanted to point out is that I don't want DRG to be just as powerful without the wyvern as with, just for DRG to be closer to that level. I also want to remind you that you are usually in one of two situations with your wyvern's lifespan. You have no problem keeping it alive, or it dies nearly immediately. And that's the idea behind a toggle ability. I know my random thought wasn't balanced (although I feel it's closer than some things mentioned in this thread), but it was designed to encourage use of the wyvern. The ability helped it stay alive longer, so when summoned you would get more out of it, split your hate, breath attacks, etc. But if the wyvern died anyway, you could still function, you just would have a harder time managing hate, would lose the damage from breath attacks, etc.
The main thing my idea lacked was something to encourage summoning the wyvern as soon as the timer was up. Of course that could be done and fix another problem at the same time. Hate may be split between you and your wyvern, but having damage come from two sources means giving the monster more TP. Having the ability drain HP and TP not only rectifies the situation but makes the wyvern a valuable asset that the entire party can appreciate. And notice that giving a portion of the monster's TP to the wyvern isn't going to make a huge difference in damage output or run the risk of doing something that should belong to SAM. You know, this is arguably balanced. It doesn't increase the damage done when the wyvern is out, it only increases its lifespan and lowers damage taken, and then only randomly. The only time it does increase damage is when damage from the wyvern is unavailable, meaning the increase only serves to generate a portion of the missing damage while providing new issues with hate and other basic things.
I wanted to point out there is another way to go with the Dismiss issue. A few people like the idea of partial waits for near full health dismissals, which is a good option. Waiting 1% of the timer for a wyvern dismissed at 99% health makes sense. Another option would be to give a brief period of invincibility to the wyvern whenever Spirit Link is used. If S-E makes the HP we lose more directly proportional to the HP the wyvern gains, they could in turn include a period of time where any damage the wyvern takes--magical, physical, AoE, status effect or otherwise--is nullified or perhaps transferred to us. A period of 10 or so seconds would then allow us to check the wyvern's health and dismiss if needed. Protecting your wyvern would enforce the buddy system and provide a couple other benefits. It could be used to protect the wyvern from a particularly severe attack. If the DRG takes the damage, Spirit Link could effectively become another hate modifier ability.
Lastly, This may seem ironic to mention this now, but I feel the need to repeat this: Making a suggestion is the quickest way to ensure it never happens. S-E is not going to do something exactly like we have it written in the forum. They want it to be original, and there could be possible legal ramifications of copying an idea off the internet. (For which purposes, if S-E ever likes/wants my ideas I'll gladly waive personal rights to those ideas as S-E's intellectual property.) So let's keep the discussion focused on clarifying DRG's issues and basics directions to take to resolve them, not specific solutions themselves.
The main thing my idea lacked was something to encourage summoning the wyvern as soon as the timer was up. Of course that could be done and fix another problem at the same time. Hate may be split between you and your wyvern, but having damage come from two sources means giving the monster more TP. Having the ability drain HP and TP not only rectifies the situation but makes the wyvern a valuable asset that the entire party can appreciate. And notice that giving a portion of the monster's TP to the wyvern isn't going to make a huge difference in damage output or run the risk of doing something that should belong to SAM. You know, this is arguably balanced. It doesn't increase the damage done when the wyvern is out, it only increases its lifespan and lowers damage taken, and then only randomly. The only time it does increase damage is when damage from the wyvern is unavailable, meaning the increase only serves to generate a portion of the missing damage while providing new issues with hate and other basic things.
I wanted to point out there is another way to go with the Dismiss issue. A few people like the idea of partial waits for near full health dismissals, which is a good option. Waiting 1% of the timer for a wyvern dismissed at 99% health makes sense. Another option would be to give a brief period of invincibility to the wyvern whenever Spirit Link is used. If S-E makes the HP we lose more directly proportional to the HP the wyvern gains, they could in turn include a period of time where any damage the wyvern takes--magical, physical, AoE, status effect or otherwise--is nullified or perhaps transferred to us. A period of 10 or so seconds would then allow us to check the wyvern's health and dismiss if needed. Protecting your wyvern would enforce the buddy system and provide a couple other benefits. It could be used to protect the wyvern from a particularly severe attack. If the DRG takes the damage, Spirit Link could effectively become another hate modifier ability.
Lastly, This may seem ironic to mention this now, but I feel the need to repeat this: Making a suggestion is the quickest way to ensure it never happens. S-E is not going to do something exactly like we have it written in the forum. They want it to be original, and there could be possible legal ramifications of copying an idea off the internet. (For which purposes, if S-E ever likes/wants my ideas I'll gladly waive personal rights to those ideas as S-E's intellectual property.) So let's keep the discussion focused on clarifying DRG's issues and basics directions to take to resolve them, not specific solutions themselves.
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