Oooh. Like 250 on an incorrect dps and 500 on a correct dps? That would be nice.
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I agree we need a way to better monitor that kinda system. But I'd personally be worried about that being too powerful for sustain. I personally feel just having the 250/500 system on card plays would be sufficient. Perhaps make it like a 325/750 boost for minor arcana as well to add an extra layer of decision making to cards, build a seal or get extra mana?
The fact that ast card posts are seemingly non-stop shows the concept is a failed idea which needs replacing.
By all means have card names against new skills to keep the AST association, but take away the hit & miss lottery mechanism which should never have seen the light of day.
I don’t want the previous system, that was a keep spamming until you get ‘the’ card then start over.
None of these skills should be lucky dips. Either they are good enough to use regularly or are bypassed. This isn’t proper class design.
The whole card system needs scrapping, replacing with skills that you choose to use when needed like other classes.
It needs more ingenuity from SE to truly separate it from its too cloned WHM roots.
Personally, I think what they should've done is give every card a damage buff like it is currently but also an additional effect which are the effects they had pre-5.0. Balance, Ewer and Spire will need to have new effects, though. They should also remove the Melee/Ranged percentages from them. Lord and Lady could probably stay as it is, though.
Other than that, to prevent the "fishing for the best card" issue, just make Divination worth using so there's an incentive to prioritize the right seals than the best cards.
Just the quote from expansion launch as you're familiar with.
The x.2 patches are usually major patches for FFXIV and even there, SE did not mention anything about AST, even after all this feedback. To me it's clear that they aren't planning to change it anytime in the near future and they are happy with where AST is currently, as well as most jobs.Quote:
Regarding card effects, they were changed to their current iteration because we received feedback from all regions that players did not want "useless cards." While the current iteration does indeed reduce the excitement of drawing a "good card", if we were to add various different card effects, then we would just return to fishing for the most favorable one, so we decided to simplify it. We plan on continuing with the current iteration for now.
I think the current system could add more use with seals and make it less tied to damage and more tied to the other effects people want. Maybe if you get 3 blue seals you get MP refresh as well as the 6% damage buff? No matter what combination of seals you get, you always get the 6% damage buff, but what differs is the bonus effect you get. I think that is a good direction. I also think making sleeve draw do something else like maybe filling up the seal guage or something would be better than what we have with rapid fire card throwing.
This would be great but at the same time... Depending on their approach, it might also cause the problem of fishing for the best seal combination, which is the very thing the devs are trying to avoid with the cards themselves. As long as the additional buffs benefit non-offensively, then I don't see much of an issue.