Post by SongRune on 2024-08-21 16:53:49
This is probably a good candidate for the
choose one of two abilities
type thing that they showed us with Crescendo and Counterpoint.
I'll personally be choosing the HP one. The ability to trade my HP with another is something I'm really excited for personally. It opens a ton of tactical flexibility and lets me support the cleric by moving their work around for them. There's no less need for the Cleric to heal me, but it lets me give them a little breathing room to do it in.
The opposite form where I steal HP from the tank (or backline) can be really useful as well. There are situations in games my group plays now, where I will end up tanking some unexpected adds or other sudden trouble, and my Tank can't always get to me instantly. Dumping my damage on either him or another party member gives him time to catch up and take the pressure off of me, and for him and my cleric to activate their prepared mitigations and recovery without requiring them to reposition, retarget, or refocus before they can do so. It can also be used let another otherwise-safe party member "hold on to" the damage while we resolve the situation, improving the flexibility of the group as a whole.
I won't be Bard/Cleric, but I still want this. It's not about 'healing', since it doesn't actually do that. It's about controlling the tempo of a fight. In all of these cases, the damage hasn't gone away, and the same amount of healing is needed, but I've shifted the rhythm of the fight by changing when and where it will be needed, taking pressure off my Cleric, and preventing a rhythm break that could otherwise very well have lead to a wipe.
I personally feel that the MP version is a very different style of ability conceptually, due to the difference in how MP and HP change and flow during a serious fight. I can certainly see the use for that version in certain situations or certain parties, but I think by my nature, and the nature of my group, I'm less interested in it myself.
I'll personally be choosing the HP one. The ability to trade my HP with another is something I'm really excited for personally. It opens a ton of tactical flexibility and lets me support the cleric by moving their work around for them. There's no less need for the Cleric to heal me, but it lets me give them a little breathing room to do it in.
The opposite form where I steal HP from the tank (or backline) can be really useful as well. There are situations in games my group plays now, where I will end up tanking some unexpected adds or other sudden trouble, and my Tank can't always get to me instantly. Dumping my damage on either him or another party member gives him time to catch up and take the pressure off of me, and for him and my cleric to activate their prepared mitigations and recovery without requiring them to reposition, retarget, or refocus before they can do so. It can also be used let another otherwise-safe party member "hold on to" the damage while we resolve the situation, improving the flexibility of the group as a whole.
I won't be Bard/Cleric, but I still want this. It's not about 'healing', since it doesn't actually do that. It's about controlling the tempo of a fight. In all of these cases, the damage hasn't gone away, and the same amount of healing is needed, but I've shifted the rhythm of the fight by changing when and where it will be needed, taking pressure off my Cleric, and preventing a rhythm break that could otherwise very well have lead to a wipe.
I personally feel that the MP version is a very different style of ability conceptually, due to the difference in how MP and HP change and flow during a serious fight. I can certainly see the use for that version in certain situations or certain parties, but I think by my nature, and the nature of my group, I'm less interested in it myself.