This idea sounds a bit contradictory to what the links were originally designed for and that's party buffs especially during raids because as a support/healer class it would be troublesome if you had to recast one of those buffs very often.
Well, if the links ought to be buffs, then change them into that. Then - of course - there is no need to bother around with the distance or the visual at all. If a single Battle Order // Mark of Genocide lasts for 30min and over any distance, why restricting the links by any means?
However, like there is a difference between buff potions (30min duration) and boost potions (30sec duration), I suggest to keep the party buffs ... well 30min buffs... and implement the links as 30sec boost skills instead.
That's also the reason, why I compared the effect with other boost skills, like Angelus, Archangel, etc. or with zone effect skills like Land of Recovery.
What I was hinting at was the proposal to make the links longer so that players would still be able to move around to dodge boss AOEs and also for grinding allowing them to go further out and pull mobs without losing the buffs that are provided by the Links.
Where would you put the limit? 30m? 40m or even more? Keep in mind that some players might play with a lowered visual range and that there's a maximum distance for the TCP transmissions that keeps your PC from being spammed by too many informations.
And if you increase the max. distance of the links by such a high decree that you're able to dodge boss AoEs, there's no issue to limit them at all. And of course, a Sorcerer could ask in return, why LoR is so "cumbersome to cast" and why it affects only such a small area, doesn't allow the team to dodge boss AoEs, etc. and use Cure as a reference. What would you tell him?
On contrast, since I compared the links to different effects, there's quite a good separation between skills. Zone effects like Deluge, Renovatio, Shield Fortess or LoR forces players to stay in a VERY small area for a maximum of 10~12sec, but the effects are usually very, very powerful.
The soullinks - as AoE-boost skills - would last up to 30sec, allows players to be mobile (although in a very limited way) and the effect is a bit weaker.
And Cure Pearls were supposed to be the Soulmaker version of LoR but because of their long CD between each heal it became unpopular. What Soulmakers are missing is something similar to Deluge and Sanctuary where we provide an extreme amount of recovery to an area and a boost to HP or other buff.
What makes you think that Cure Pearls was supposed to be an equivalent to LoR? Because my comparison would look a bit different:
Main Heal skills: Heal, Restore & Healing Wave.
Hence // due to the different casting time, the heal amount per second is the same.
Heal over Time skills - Renovatio, Cure & LoR.
So you see, my categorization is based on the "over-time" part.
Ultimate Heals - Sanctuary, Immunity, Deluge.
Although the 10sec cooldown (6sec with Vigor) can't compete with a 2sec trigger, Immunity is still a final-tier skill that recovers quite a good amount of hitpoints on multiple targets and can be used for a longer period (3min every 10min).
Although you can still compare a Highness Heal with Restoration, the Cure Pearls were always a bit "outstanding" with no direct comparison (like a Coloseo Heal)... and the devs lowered the delay between two activations already.
To anyone who has any skill ideas please let me know I'll make sure to add it to a report as a suggestion, depending on its validity.
Well, that's the best part of being a VCR, right?
Edited by Greven79, 23 September 2014 - 12:30 PM.