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  1. #131
    Player
    Muahbec's Avatar
    Join Date
    Jul 2014
    Posts
    254
    Character
    Veigas Shiffer
    World
    Omega
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by Zaj_Quilos View Post
    I did read it but you ask for cards not to be random so I disregarded it.
    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)
    (2)

  2. #132
    Player
    Vlady's Avatar
    Join Date
    Sep 2013
    Posts
    635
    Character
    Fomortis Vulen
    World
    Balmung
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Muahbec View Post
    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)
    I sure as heck am not seeing it. If the leader boards people are going by accurate as the reddit post claims then people are having second thoughts about bringing the white mage now.
    (1)

  3. #133
    Player
    Lilith_Merquise's Avatar
    Join Date
    Aug 2015
    Location
    Adders
    Posts
    157
    Character
    Scuro Merquise
    World
    Sargatanas
    Main Class
    Machinist Lv 70
    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.
    (2)
    Last edited by Lilith_Merquise; 11-04-2015 at 08:52 AM.

  4. #134
    Player
    AzureFlare's Avatar
    Join Date
    Apr 2015
    Posts
    178
    Character
    Lucille Lifeblossom
    World
    Cerberus
    Main Class
    Astrologian Lv 60
    Quote Originally Posted by Muahbec View Post
    (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)
    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.
    (1)

  5. #135
    Player
    elvenchakra's Avatar
    Join Date
    Nov 2015
    Posts
    5
    Character
    Elven Chakra
    World
    Exodus
    Main Class
    Scholar Lv 60
    Quote Originally Posted by AzureFlare View Post
    snip
    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.
    (3)
    Last edited by elvenchakra; 11-04-2015 at 09:35 AM. Reason: spelling mistake

  6. #136
    Player
    Beyondgrave's Avatar
    Join Date
    Sep 2013
    Posts
    122
    Character
    Moonest Gainsbourg
    World
    Malboro
    Main Class
    Conjurer Lv 80
    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.
    (0)

  7. #137
    Player
    Parawill's Avatar
    Join Date
    Sep 2013
    Location
    Lavender Beds
    Posts
    366
    Character
    Spark Joy
    World
    Faerie
    Main Class
    Astrologian Lv 80
    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.
    (3)

  8. #138
    Player
    OcieKo's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    409
    Character
    Ociela Koslun
    World
    Midgardsormr
    Main Class
    Astrologian Lv 90
    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)?
    (0)
    Last edited by OcieKo; 11-04-2015 at 03:01 PM. Reason: Spaces to make it easier to read.

  9. #139
    Player
    Muahbec's Avatar
    Join Date
    Jul 2014
    Posts
    254
    Character
    Veigas Shiffer
    World
    Omega
    Main Class
    Arcanist Lv 80
    Quote Originally Posted by elvenchakra View Post
    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.
    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!
    (0)

  10. #140
    Player
    elvenchakra's Avatar
    Join Date
    Nov 2015
    Posts
    5
    Character
    Elven Chakra
    World
    Exodus
    Main Class
    Scholar Lv 60
    Quote Originally Posted by Muahbec View Post
    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.
    (0)

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