Feedback:User/Racthoh/The Motivation Attribute

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Motivation is heal x if y, restore x energy if y, or remove x conditions if y. There is one or two exceptions to the rule like Inspirational Speech but I don't think I've ever seen a single Paragon use that skill. Granted you could probably apply a similar blanket statement to other attributes but Motivation is simply boring and doesn't promote any sort of skillful play to take advantage of the conditionals. The line has been issue since its inception.

Think about Healing Prayers line, despite all of the skills essentially functioning the same heal x if y there are many cases where that y encourages some thought. Word of Healing requires the target below 50% health, Dwayna's Kiss becoming stronger against hexes or a heavily enchanted target. Taking advantage of such conditionals lies solely in the hands of the user and not the receiver like the Motivation line. Basically every Motivation skill relies on the target simply going about their business, in some cases nothing at all, or simply allowing skills to fall off.

Skills like the finales are bad design like most Motivation skills as they promote senseless button mashing hit-me-on-recharge tactics. There's nothing interesting there. The only burden on the Paragon lies in fitting as many allies within earshot as possible.

However I don't think it's possible to give Paragon skills conditionals where the burden is in the hands of the user. The nature of the line, and functionality of shouts/chants just doesn't allow it. The only idea that springs to mind is dealing with the manner in which each functions. Changing a skill like Aria of Zeal to refund a % of the energy used in the next spell makes it more interesting. Aria of Restoration could heal for an amount equal to x times the energy cost. Such changes would promote more communication as the party tries to benefit as best they can, rather than simply meeting the conditional in full for something you were already doing.