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  1. #141
    Player
    Lilith_Merquise's Avatar
    Join Date
    Aug 2015
    Location
    Adders
    Posts
    157
    Character
    Scuro Merquise
    World
    Sargatanas
    Main Class
    Machinist Lv 70
    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.
    (0)
    Last edited by Lilith_Merquise; 11-05-2015 at 03:24 AM.

  2. #142
    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
    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.
    Oh i got it.
    And i love it
    SE gimme that please T-T
    (0)

  3. #143
    Player
    Empty-handed's Avatar
    Join Date
    Dec 2013
    Posts
    297
    Character
    Empty Handed
    World
    Ragnarok
    Main Class
    Leatherworker Lv 60
    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.
    (1)

  4. #144
    Player
    Averax's Avatar
    Join Date
    Mar 2015
    Posts
    2,446
    Character
    Ven Black
    World
    Coeurl
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Empty-handed View Post
    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.
    All of those things... all of them
    (1)

  5. #145
    Player
    Nekotee's Avatar
    Join Date
    Nov 2014
    Location
    Uldah
    Posts
    1,574
    Character
    Akihiko Hoshie
    World
    Moogle
    Main Class
    Astrologian Lv 100
    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 !!!
    (0)

  6. #146
    Player Yuyuka3's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    486
    Character
    Kyara Moonbane
    World
    Shiva
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Empty-handed View Post
    I think astro overall is fine but I wish for 3 changes:

    1) aspected Helios range same as medica 2.
    No. 15 yalm is enough. It's the range of most AoE heals in this game (Medica, Assize, Succor). WHM got Medica II with 20y, but also Cure III with 6. I'm not sure how the range of Eos' regen is, but I think it was 15y, too. For me, since WHM has litteraly nothing but heals, even more so in HW than before, they need some advantages towards the other classes. Even if its something pathetic as 5y more range on one spell. Yep, it's that bad. Besides. Please stop demanding to have literally everything WHM has. They are two different classes for a reason. If you have everything we got, you can just delete WHM from the game.
    2) adjust card system so that u never get the same card after shuffle ( lol draw spear, shuffle.... Spear -.- )
    I agree this could need a change. There was a nice suggestion on the previous page of this thread that would help with this.
    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.
    Same as in 1). No.

    Finally I want them to increase dps potency overall. Remove the dps penalty from light speed for single target spells.
    So you don't only have highest potency heals for least MP cost (in Noct) in the game, but highest DPS, too? -.-
    /10 Characters...
    (3)

  7. #147
    Player
    Ghishlain's Avatar
    Join Date
    Oct 2013
    Posts
    2,168
    Character
    Ghishlain Pyrial
    World
    Mateus
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Empty-handed View Post
    1) aspected Helios range same as medica 2.
    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.
    • Assize - 15y
    • Helios - 15y
    • Indomitability - 15y
    • Medica - 15y
    • Succor - 15y
    • Whispering Dawn - 15y
    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.

    Quote Originally Posted by Empty-handed View Post
    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.
    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.
    (6)

  8. #148
    Player
    technole's Avatar
    Join Date
    Jun 2014
    Location
    Gridania
    Posts
    1,971
    Character
    Thea Sitori
    World
    Gilgamesh
    Main Class
    Scholar Lv 72
    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.

    Quote Originally Posted by Empty-handed View Post
    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.
    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.
    (0)

  9. #149
    Player
    Vlady's Avatar
    Join Date
    Sep 2013
    Posts
    635
    Character
    Fomortis Vulen
    World
    Balmung
    Main Class
    Astrologian Lv 60
    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.
    (0)

  10. #150
    Player Yuyuka3's Avatar
    Join Date
    Mar 2015
    Location
    Gridania
    Posts
    486
    Character
    Kyara Moonbane
    World
    Shiva
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Vlady View Post
    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.
    (0)

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