I did read it but you ask for cards not to be random so I disregarded it.
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I honestly don't have any ideas what the changes will be but I don't feel like they will be drastic or as game changing as everyone is implying. It will likely be small tweaks. The AST is in a decent place at this point. The only real issue is Noct sect for PVE but TBH the people wanting this to compete with scholar are kidding themselves. I just don't see that happening and even if it does happen on a level of shield output, the SCH will still be the king of healing/dps and the go to for that in raids. Ultimately what the game needs to compete with sch is another native dps/heal class. But we prob won't see this until 4.0.
I feel the biggest flaw with AST right now is that it'll always be competing with itself. If Diurnal is better than Noct, Noct will always be sidelined. If Noct is better than Diurnal, Diurnal will always be sidelined. There's no way to truly make one sect better without dramatically decreasing the usefulness of the other. At least with separate healers, you can argue someone might not have other healers leveled. In the case of AST, it's "always use this sect outside of niche scenario #1, #2, and #3".
I don't look forward to how the Dev's are going to keep AST balanced as content rolls forward.
hows this sound?
diurnal sect: adds regan affect and increases magic dam by 5% and increases odds of drawing Balance Arrow Spear cards by 10%
nocturnal sect: adds a shield to absorb dammage and increases healing potancie by 5% and increases chance of drawing Bole Ewer spire cards by 10%
can swich between noct and diurn during battle with a 1 min cooldown
shuffle: re-shuffles your deck and allows you to redraw a card. redrawing a card from one pool of cards will make it so it will not dip back into that pool (ie if you draw an spear card you will not redraw that card or arrow)
If you're speaking bleeding edge progression, then yeah, I absolutely agree it's an issue, but it always will be, just like PLD being worse than DRK/WAR this cycle. Those teams that want to compete for firsts are always going to try to eek out every advantage they can, and that includes using the balance situation. I don't think that's a problem that'll be fixed in any MMO, ever. But for the rest, bringing Nocturnal Sect to be closer to what a SCH can bring to a raid group would just open up more people that can raid and fill out groups. Right now SCH is considered mandatory even (or especially, because the DPS output is likely to be lower) by casual groups, which only hurts WHM and AST because they're competing for a single healing spot, when the design is meant for AST to half-compete with each.
There's really nothing wrong with the shielding in Noct stance. I think just adding a 5% damage buff with maybe changing CO to generate a 10% shield while in Noct stance would balance the class.
Would be nice if Gravity had <5s heavy as an effect; it's not an OP effect + it'll fit with the theme of GRAVITY
From a raiding standpoint there are two aspects of AST I find less than ideal. The first is the standard RNG nature of the card mechanic, because while sometimes you get the combos you want anytime you get a chain of spire cards you just fill with dissastifaction. The other aspect is mana regen, of which ASTs have sadly very little. This is kind of a death knell for the class if your group is letting whirblewinds go off in a4s.
However when the stars align (/rimshot) and your card buffs go well they can really effect overall performance. Our WHM swapped to AST for a3s and the balance/arrow buffs significantly contributed to our overall success. The class is very viable, just... less so in a4s if you choose the mana-less route, especially when WHMs can bust out their new Assize as a secondary mana aid.
I don't want to comment on Noct as I am primarily a SCH and don't want to give up my indomitable king-seat of deployed shielding and fairy-heal assisted DPS. O-(-'.'Q)
if they nerf synastry= knty back to whm as secondary healer then
I was complaining about the whole randomness and how our long cooldowns (that where supposed to help dealing with RNG) are not helping at all, i never said "i don't want cards to be random"
The whole random aspect of the job make players think twice before bringing an AST to the raid and that's not good for the job's community.
If our card skills(Shuffle, RR, Spread, Draw) had different cooldowns or at least worked differently then maybe dealing with RNG wouldn't be so frustrating.
(I find funny how some AST players seem to love the RNG so much to a point where they don't want it to be changed, so basically they want to receive cards that are not needed and also want to shuffle and receive the same cards, of course right? Also spend almost 100% of their time mimicking a WHM since their only unique aspect is locked behind long cooldowns that could be lower, or course! If that's what the lore says then its fine right? ugh come on)
Here is what I would want to see. WANT being the keyword as all of it I doubt would make it into the game. But its things on my mind that I think would greatly help the class be more distinguished in the community rather then just a watered down alternative.
Remove or adjust Royal Road
The fact it takes 1 minute into a fight to even do what makes AST unique is just stupid.
1. Make it so cards have a native AoE effect (Spire, Ewer, Balance) and native single Target (Arrow, Spear, Bole).
2. Make it so Royal Road makes cards AoE like Time Dilation makes cards duration extended.
New Ability: Wild Card / Discard
1. Make Discard an ability that takes a currently drawn card and discards it from the deck immediately redrawing a new card and removing the discarded card for for 3-5 draws making it not possible to draw. This makes it beneficial but requiring forethought on what you discard. (Drawing too many spires? Discard it for 3-5 draws)
2. Wild Card so you drew a card you like to use and is beneficial (balance, spear, bole) this ability when used on the current drawn card will greatly increase the chances of drawing the card again. Not making it definite draw, but making it at least noticeable.
Nocturnal / Diurnal Sects
Keep Nocturnal as a native Cure Potency buff but seriously.... attack speed for diurnal, forget that garbage and make it so that the MP cost is reduced for all spells making it good if you need to play on the conservation side and spam out AoEs over single targets. Make both of of these natives 10% not 5% because that is just garbage.
Celestial Opposition
That shiny ability that is supposed to define the class that people rarely use outside of PVP.
1. Make it so that it doubles all durations instead of increasing by a measly 5%
2. Make it so that increases currently casted sect potency but durations lasting the same.
A. Nocturnal Shield - 250 Potency shield
B. Diurnal Regen - 350 Regen
3. Give it some flat DPS it has a long recast so would it kill anyone to make it a 300-500 potency damage ability to anyone in the AoE...
DPS
1. Make Stella give a DoT on top of the initial damage lasting for 15s
2. Make Gravity give weight as well as reduce healing for all afflicted.
3. New Ability: "Fate Smite" Casting under a sect boosts the power of this ability and inflicts a scaling 100 potency x however many times you heal under a sect. Swapping sects resets potency and caps at 5 stacks and resets if no sect healing is done within 10s.
100% this. Honestly most people are fine with the RNG part as long as they don't feel completely useless or the disparity is insane. Bole vs Ewer: both can be used to save mana when used wisely. It's the crap like 'Spire, nope let's shuffle. Spire, nope let's RR can't use it anyway. Lol baited Spire/Ewer(/Bole with only tank damage/Spear when everyone used cooldowns). Well spread that Ewer/Bole/Spear. Lol jk have another.' If those situations are changed in any way I'll be happy, doesn't seem consistent with lore to keep drawing the same card over and over anyway.
"Yesterday is a bad day. Today is a bad day. Tomorrow is a bad day. Oh wait, let me redraw it. Nope, tomorrow is a bad day. Oh, and the day after tomorrow? Still a bad day." I don't think the lore was meant to intend that, either.
One thing that would go a long way to helping this issue is if they used some kind of normalization mechanic for cards, like how a lot of games make crit not as random. If done correctly this would also make it impossible to draw the same card twice in a row (shuffle) and make getting the same card you drew two cards ago really unlikely, while making it very unlikely that you will go a whole dungeon without drawing certain cards (eventually the chance of drawing a card you haven't drawn in a while will vastly outweigh the chances of drawing other cards).
Its pretty simple to implement too- keep track of the relative chance of drawing each card (a number starting at say, 100), and whenever you draw a card set that cards chance to zero and increase all the other cards chances by 20.
I like this idea. It still keep the rng but also guarantee you to draw the card that you want eventually. Unlike the current system where you can go an entire dungeon without seeing all of the cards.
That feel when you use Collective Unconscious after you miss an internal server tick and you have to decide whether or not to channel it for three seconds to get the buffs or to ditch it and start casting a heal.
Changes i think may work.
Ewer to MP/TP regen, if you include the RNG its still worse than BRD/MCH and NIN Goad but at least more usable. Also as of this time, only one class/job legitimately uses both resources, which is DRK and if Darkside is up MP regen bonuses are blocked anyways, and if its not they lost dmg for it, so i suspect the "double dip" in the effect really wouldnt be OP when used on them. (For those who dont know already brd/mch mp regen cannot affect a DRK with Darkside up, tested with my own to make sure)
Spire to 5-10-15% crit (different numbers for assorted royal roads, 10% baseline) or increase to crit stat, whichever feels less OP after testing.
Spear to 5-10-15s off CURRENT CDs same reasoning to #s as before, also makes RNG of when you get it hurt A LOT less.
change the groupings about to balance it,in case changes make it feel like RR this card for this effect or what not.
Shuffle applying normalization or removing redraw either or.
Tons of viable mentions around Celestial Opposition already, tho the CD reset is OP, bad idea, unless you cherry picked which CDs it effects... Like just card cds maybe itd work but still... Kindof a asking to get nerfed option. Tho i agree its pathetic atm, i mostly use it to give myself more MP regen from a Luminiferous Aether/Ewer combo, whether Ewer is on me or the other healer to help them out. And sometimes i use it for 35s Expanded Balance... I the end...
For those mentioning our MP costs being standardly lower, we have the lowest amount of free or reduced mp healing. SCH has the most because of the fairy, WHMs has RNG on theirs but what is RNGd where is reliable at least, theres no will overcure proc 0mp crit or insta cast, where ours is what we get not if we get. The only similar trait we have doesnt help our mp at all, i almost never use benefic 2 even when its proc is up. We have Collective Unconscious (which ill admit after its buffs is in a pretty awesome place atm, if it werent for disabling the caster id say it was OP) compares to WHMs new bubble and Sacred Soil simultaneously. The Essential Dignity which is basically our Lustrate/Tetragrammaton. And Lightspeed which reduces MP Costs by 25% for 10s every 2m 30s while reducing most standard heals to .5s or insta-cast.
Someone mentioned a correlation with the facts of being comparable to a whm and wanting noct sect being buffed would make us OP. Clarification for that person, were comparable to a white mage in diurnal sect, and once a fight starts sect is locked, so if were in noct sect we couldnt piss in the same cup as a whm for healing, and at this point, were less useful than a scholar if were the in it. I agree with making it 5% healing and damage potency increase, since the spell speed buff doesnt care what your doing, thus making diurnal better for dps simply because you can switch back faster.
Making and addition to gravity, not concerned with it, im happy with it as is, but have to accomodate using it with lightspeed for whatever gets done with it.
Only truely original idea i have to add to this discussion,though i admit it would make AST slightly harder to play, would be to require Royal Road to be activated to apply its effect, i speculate to do this royal roads ability to be overwritten would be removed, but i also speculate the need todo so would go down enough to compensate. Atm if i spam get ewer/spire i just overwrite the current expanded RR, if i get spear/bole i usually just right click off the buff to restart the cd sooner. With having to activate RR you could at least use every card instead of just pitching em, since you could not waste your current RR on w/e RNG screwed you with. So for example i usually Spread Balance and Royal Road Expand (Ewer/Spire) well if i get anything i dont want atm, i could at least use it without screwing my preparations, so well one drg has half tp ok pop him an individual spire, or toss out that bole you were gunna pitch anyways to a tank because even if 10% dmg reduction isnt much, its better than just pitching it to reset the draw cd. At least then USING the cards as "fate" hands them to you would be more viable.
Just thought about it while i was making other edits, making disables duration 15-20s isnt a bad thing either since well its what we get in place of E4E/Virus cross class skills we dont get. CD may or may not need to be bumped up because of this, but given its single target nature it might be safe staying at 60s CD even with a 3.3 times increase to its duration... Cause atm its near worthless. Also does anyone know if Disable applies to all dmg dealt from a target like E4E or just actions (like auto-attacks still 100% dmg not 90% dmg like E4E)?
So basically
*Draw* (x% chance to draw any card)
Balance
my next draw will have 0% chance of giving another balance but the same x% chances of giving me any other card and so on.
(same for shuffle)
is that right?
or
like you said number starting at 100
*Draw*
Balance
(Balance number goes to 0)
all others go to 120
yes?
omg give me that please, PLEASE!
The main thing here is what happens on the next draw- balance goes to 20, the other 4 cards go to 140, and the new card goes to 0. This means that while you'll still have a chance to draw another balance, it will be a much lower chance than the 4 cards you haven't drawn yet, and will continue to gain in "relative" probability until you draw it again.
I'm just not crazy of having to essentially draw a new card, sure there is a chance of getting it again, but honestly depending on the party make up I usually only us like 3 cards maybe 4. It seems like the idea doesn't tackle the problem of reducing the chance of drawing a bad card unless you use the bad card to reduce it's RNG. Nice thought though and probably the easiest to implement as a possible solution.
I think astro overall is fine but I wish for 3 changes:
1) aspected Helios range same as medica 2.
2) adjust card system so that u never get the same card after shuffle ( lol draw spear, shuffle.... Spear -.- )
3) celestial opposition: add mp regen to the move similar to assize. And/or having the additional effect either damage or restore hp to party members.
Finally I want them to increase dps potency overall. Remove the dps penalty from light speed for single target spells.
The DPS penalty on LS should stay...
But i would love a rework of celestial opposition
Who did use it for the stun effect ?
This could be remove and replace by something else more useful
And god yes... Never the same card...
I'm des up with those 7 same card in a row !!!
When you draw 7 spear one after an other (counting 2 shuffle) you just want to die... Because everyone in the raid is staring at you and judging you !!!
I never quite understood the reason behind this. Just because Aspected Helios in Diurnal acts similar to Medica II doesn't mean it should get it the 20y treatment. Medica II and Cure III are the only exceptions to the 15y AoE heal rule.There needs to be a better reason to increase Aspected Helios's range aside from saying "because WHM has it so we should get it too". So, please, elaborate on this argument.
- Assize - 15y
- Helios - 15y
- Indomitability - 15y
- Medica - 15y
- Succor - 15y
- Whispering Dawn - 15y
See above. Again, "because WHM has it so we should get it too" is not a valid reason. Again, please elaborate on this argument further.
CO stun is good for PvP, before DPSing mobs to prevent a few more seconds of healing, and it's especially good for A3S add phase.
I'm not surprised more suggestions include raiding the WHM toolkit. "WHM has this, we gotta have it" is the standard mantra I suppose. Guess we can't all be unique. Like WHM doesn't need a Synastry because of certain skills have low cooldowns and/or require little to no resource usage. (Assize, Divine Seal, and high potency regen).
Light Speed is already a good skill as-is and it helps MP management. DPS potency is already given as party utility with Balance being increased.
If astros get any more buffs all raids will go from astro+scholar right now to astro+astro as mandatory for raids. SE should reduce the healing potency they gave the astro in the next patch before anything is even looked at with the range of our cards.
In which world is AST+SCH mandatory in raids? oO
At least I'm not in search of a group right now and I definitely won't switch from WHM. Hell, not even SCH is really mandatory... it's just easier, hence why most raids use one.
I agree another buff besides cards system would be complete overkill, though.
I don't actually think Aspected Helios needs a change, but I'd be lying if I said I hadn't had people drop in A1S pugs because they were used to standing in a WHM's Medica II range, and so were just outside of my AH range. It'd be more of a consistency/QoL change for PUGs, obviously a static would adjust to the reduced range for AST, so it's not a huge balance issue.
Totally agree on not giving CO a mana regen. AST spells are already cheaper, and Assize has become a very iconic ability for WHM with it's damage/healing burst. No reason to copy that.
Celestial Opposition is an underwhelming level 60 "capstone" skill, relegated mostly to extending LA and a few niche uses, but I'd like to see a more unique change than just making it more like Assize. Honestly, they could fix two birds with one stone if they had it affect card draws somehow. I don't think it needs to be another healing/mitigation CD.
Spitballing here with no real regard for balance, but some ideas:
- Have it put up all 3 "Royal Road" buffs for the next card played, maybe at half-efficiency. (I realize 7.5% more raid damage for 1 minute is definitely too high, so probably an adjustment needed, maybe a longer (3?4?) CD.
- Shuffle and remove the currently drawn card from the list of drawable cards for 2 minutes.
- Duplicate the card in your spread to your hand.
- Duplicate the drawn card into your Spread without expending it.
- Give each card a "diametric opposite", and using CO turns your drawn card into it's opposite. Spire <-> Balance, Ewer <-> Arrow, Bole <-> Spear.
Something that could give us some more strategic control over our draws without totally eliminating the RNG element. Part of me wonders if the card design becoming "get as many Balances as possible" as a mini-game while healing would be fun, though.
Another fun thought would be to make it so Celestial Opposition gives a 10% weakness and reduction of healing to all mobs hit with it. Again you can't cast it very often, so at least giving it some kind of party function would be great. And let's be honest "Stuns" are the most useless thing in this game, sure you might need to use it like once or twice, but resistance builds up fast and is barely noticeable how long it takes effect to be worth the trouble. Also +5 sec duration is a complete joke.
And on a side note, why are so many people complaining about MP? I rarely if ever run into an issue with it so long as I'm using my MP ability efficiently, and throwing on a Ewer card here and there. But frankly if it's an issue I think it might be more your static or players you're playing with being trash, I mean sure we want to be a great healer, but sometimes ain't nothin but jesus saving some of the trash in groups.
Honestly, don't waste your time with him. He's been spreading BS about AST ever since the job first came out. First, it was perfect and didn't need any changes. Then, the story changed, and they needed buffs. Now, supposedly they need to be nerfed back down to their original level.
I hate AST, but here are some changes I'd like to see:
- A trait to raise the chances to draw Ewer to AT LEAST 50% when at X% MP.
- A buff to Synastry from 20% to 25% healing spell power.
- A buff to Spear/longer duration to Spear/DO SOMETHING WITH SPEAR PLEASE SE
Increase Nocturnal Sect Healing potency to 10% or perhaps increase the barrier from 130% of hp restored to 150% (even 140% is fine.) It takes much effort to use Nocturnal Sect vs. Diurnal Sect. The only reason I avoid Diurnal is because of regen horror stories. However aspected heals in Nocturnal are expensive and should be judicially used.
Astrologer might as well be the poor-man's healer. Yes they got some fancy cards but even that is lacking at times.