I've heard Ast players want the the ability for the card they drew to not show up if they redraw. Like if a player drew Spear and didn't want it when they draw again Spear is taken out of the possible draws. It makes sense from those players point of view, but since I don't play Ast, I've just heard a ton of players complain about that aspect of Ast.
To clarify, this would be referring to the Shuffle ability. It has a 60 second timer and its sole purpose is to replace the card you've drawn with a new one. The only time Shuffle gets used is when an unwanted card gets drawn. When Shuffle is used you have a chance to draw the exact same card you were trying to get rid of and when you do it feels like you just wasted a cooldown because it essentially did nothing.I've heard Ast players want the the ability for the card they drew to not show up if they redraw. Like if a player drew Spear and didn't want it when they draw again Spear is taken out of the possible draws. It makes sense from those players point of view, but since I don't play Ast, I've just heard a ton of players complain about that aspect of Ast.
Ahh ok, my Ast friend isn't on psn right now and got lazy with looking it up, thank you for clarifying it. He is always in a rouse when he shuffles and gets the same card, which is why I'm surprised that they haven't altered the skill in this patch. You'd think with them changing shield swipe to not affect the global cooldown, they'd of adjusted this as well.To clarify, this would be referring to the Shuffle ability. It has a 60 second timer and its sole purpose is to replace the card you've drawn with a new one. The only time Shuffle gets used is when an unwanted card gets drawn. When Shuffle is used you have a chance to draw the exact same card you were trying to get rid of and when you do it feels like you just wasted a cooldown because it essentially did nothing.
I've got both SMN and BRD as my main DPS these days and I'd like to correct the misconception that SMNs get to move around freely once their DoTs are up. Ruin III has a long ass cast time, and if we're in a Dreadworm Trance phase, we want to be able to stand still as long as possible to fire off as many as we can before finishing with Deathflare. Essentially, SMN is rendered completely immobile for 15 seconds every minute if we want to maximize damage output.SMN's move around just as much as BRD's do now and yet their dps output is on par and sometimes better than other DPS classes. Once SMN's dots are cast they have just as much freedom to move as a bard with or without Wanderer's Minuet and still pull decent numbers. (There's a thread regarding WM's DPS gains vs loss and I'll link it later if I can find it again)
SMN's base damage output is lower than bard on single targets. It's the egi that puts it equal to the other DPS classes.
You know, I would not have been upset if they made some changes to how Enochian and Astral Fire/Umbral Ice work. More specifically, make it so casting Fire IV/Blizzard IV didn't get interrupted if a buff fell off.
I've lost so many Enochian buffs because my Blizzard IV just wasn't fast enough to keep up with Enochian/Umbral Ice, and I've lost plenty of Fire IV casts to Astral Fire wearing off due to bullet hell boss fights.
Personally, I don't think it needs any changes. Would it be nice? Maybe. Is it necessary? Not at all. I don't particularly enjoy changes that are made simply to make it easier for some players. Sure, it's a little frustrating when the mechanics are against you. But then, BLM has always been about overcoming that.
Don't start casting Fire IV or Blizzard IV if you see you have <3 seconds on Enochian or Astral/Umbral Ice (and Swiftcast isn't available). Whenever this happens, I usually go with Blizzard III to refill my MP and start over. Learning to track timers and thinking ahead helps to keep your damage going out (which is better than it being cancelled and doing effectively 0 DPS for a few seconds).
It could be SE does not know how to fix these issues and still working on it.Only 4 classes are getting some tweaks unless I'm reading the notes wrong and it seems only Nin and Pal are getting actually tweaks. I feel Brd is just a wasted fix in this patch, instead of adjusting the tp cost for aoe skills we get a reduced straight shot with a adjusted timer? Ast gets to keep Royal Road when they leave an area, but the rng of card draws isn't adjusted? Nor is the potency of their skills? I mean these are just two issues I've heard of and experience when I play that should have been looked at. Does the lack of adjustments made to the classes alarm anyone else? Or is it just me?
The SS changes is far from "useless" when it can delay your oGCD and functionally doesn't work as a proc; you couldn't ever catch it on the next GCD if the previous one was the HS that proc'd it. It's well overdue, and it doesn't address all of BRD's issue (because imo this is something that goes hand-in-hand with MCH design too, the two are so incredibly similiar to each other and it feels like a copy pasta).If only they looked into like they said, instead we get useless tweak to SS. So many classes have balancing issues and odd skills, it's very concerning to me that they are letting the balance slide, yet they change the difficulty of the fights to work around their initial imbalances.
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MCH can use a aesthetic redo in some areas, specifically wildfire and gauss barrel (at least an option to hide the damn thing).
Even with RNG, MCH dps still averages out to be fairly consistent with the changes to quick reload. The problem is that though, it starts to lose the novelty of ammo management and just becomes another oGCD, and at that point MCH doesn't really give much of it's identity through gameplay, espesically when compared to BRD. The two play incredibly similar to each other (despite one being an entirely new job for the expansion), and it drives me nuts as a former BRD main that now mains a MCH.
Last edited by RiceisNice; 11-10-2015 at 12:36 AM.
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