Azarael wrote:Honestly, for these classes I was really thinking of using the mechanic to solve their MAD problem.
MAD is one of the core problems for hybrid or lifetap play, for AM/GS the mechanic is clearly the solution.
Azarael wrote: What I'd have proposed would have been reducing the steps to 3 maximum on either side, changing the spells to perform a shift instead of a consume
This would depend on the desired ratio of heal:damage casts for Isha and damage:heal for Asuryan. With 5 steps and 100% consume the ratio is 5:1. Shift adds a lot of freedom to hover at high mechanic, if you want to alternate casts. Vaul is a special case as it could really play into the mechanic, weaving willpower heals in with lifetaps.
Azarael wrote:...removing or nerfing the existing benefits if required and changing the mechanic so that as long as you are casting a spell aligned with the side of the mechanic that you have points on, your magical or healing stats, whichever are higher, contribute to the scaling. So an Archmage stacking Int would cast his heals off his Int and Magic Power bonus instead of his Willpower and Healing Power bonus, using his Magic crit if it's higher than his Healing crit as long as he is in the Tranquility region.
Could just do a +willpower equal to % of int per point of force, +int equal to % of will per point of tranquility. 100% at max steps. (Can include the other stats too).
Azarael wrote:The other thing that I'd propose, to ensure that heal AM and Shammy don't feel pressured to use their mechanic on damage they don't really want to apply, is to either increase the lifetap HP steal % whe allies are the target (while reducing it against self) or scale the power of lifetaps against targets other than the Archmage with mechanic stacks.
This is a good change as it also props up the Vaul playstyle.
Vaul challenges:
* Perception: The options are still seen as heal vs DPS rather than Isha vs Vaul vs Asuryan. Even supportive posts ask the question "how much healing should a DPS AM do?" Lifetap healing is not seen or evaluated as a separate category to be balanced as a third playstyle.
* Risk vs reward. Lets be clear, Vaul has similar survivability to Isha (not good) which is miles better than melee lifetap. They do share other problems though.
* Increased level of micromanagement, monitoring enemy and friendly target etc.
* Tanks, detaunts and defensive abilities preventing lifetap heals.
* Vaul heals are single target. You can either build on this as a niche or expand the AOE options. AOE would help with the micromanagement, either through changes to the filler lifetap Balance Essence (like WP Simar's Radiance) or through Arcing Power (but check the numbers or it is just an engineer keg).
* MAD: Covered by the mechanic discussion. With the right mechanic changes, gaps in the Vaul toolbox can be filled with Isha spells.