Page 7 of 9 FirstFirst ... 5 6 7 8 9 LastLast
Results 61 to 70 of 82
  1. #61
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by loreleidiangelo View Post
    This is precisely what I'm trying to highlight, I guess. Right now, due to their design, AST cards are just "for funsies", and I think they should be more than that. Hoping for some retooling in 4.0.
    Which would require removing the RNG. Which means we trade 4 buttons on our bar dedicated to the cards for 8-9 buttons on our bar. They would each be required to have 1-2min cooldowns and also in the process destroy the flavor and thematics of the entire class.

    The buffs are powerful, but it is due to the RNG that they are balanced. The instances where a player controls when they use a particular card, and what improvement it has on it, causes the card to take on the cooldown of similar powerful spells. Further, if that RNG was not in place WHM and SCH would drop out of popularity like rocks thrown in a pond. Why bring them when you can bring 2 AST who can keep your 2 highest DPS buffed with 1 min attack speed, damage, or ability cooldown reduction every time a burn phase comes up? While the tank always gets an extra 15% damage resistance whenever a tankbuster is coming up.

    It would require the class to be crippled to remove the RNG aspect from the cards and keep it balanced with the other healer classes. To make the cards more then a helpful buff when they are available.
    (1)

  2. #62
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    I think being able to reasonably guarantee some card usage once in a while is not so bad, yes. I acknowledge that removing RNG would require complete retooling not just of AST cards, but also their healing, so I don't really think that's the way to go. It's why I said I'd prefer that they just keep working on ways to let us have SOME control over buffs, like what I listed upthread. Nobody might "need" those buffs to clear things, but I'd feel better at least being able to guarantee them sometimes.
    (1)

  3. #63
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Well that is what Spread and Redraw are for. The only other way would be to add in an ability like... lets just call it Seal which allows you to remove 1 card from the possible draws until you unseal it.
    (0)

  4. #64
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by TankHunter678 View Post
    Well that is what Spread and Redraw are for. The only other way would be to add in an ability like... lets just call it Seal which allows you to remove 1 card from the possible draws until you unseal it.
    This is actually why I'd like for Spread to be expanded upon (in 4.0, maybe?). With some adjustments, or the addition of multiple Spread slots, I'd feel pretty satisfied with card management overall. You'd still have some RNG, but at least you wouldn't feel obligated to squat on that Balance or Arrow hoping for a card you can RR to AOE it, or Ewer for when a run goes south and you need the MP. (You'd be able to do both!) With friendlier Spread mechanics or more slots you could "tailor" your deck somewhat to what you think you might need.

    I'm not really asking for core gameplay changes or anything, just more card management. Hopefully the next xpac delivers (or at least gives us non-WHM/SCH carbon copy healer skills...).
    (1)

  5. #65
    Player Masekase_Hurricane's Avatar
    Join Date
    Oct 2013
    Posts
    1,906
    Character
    Masekase Hurricane
    World
    Louisoix
    Main Class
    Astrologian Lv 100
    I always enter a dungeon/trial etc with a Ewer in spread. Once I have 80% MP I pop Lumen and Celestrial and will repeat as soon as they are available. I also use collective if I find I am standing still for a few secs just till it triggers for the regen.

    The only time I find where MP is an Issue is when the run is going bad and I have lots of raises but no more than SCH or WHM would.

    Only change I would like is collective being able to be placed like Flaming arrow from bard. Do I need no, it would be just a nice bonus that or two spreads :P
    (0)

  6. #66
    Player
    Zfz's Avatar
    Join Date
    Aug 2013
    Posts
    2,371
    Character
    Celenir Istarkh
    World
    Atomos
    Main Class
    Red Mage Lv 90
    In 3.0 I played around with the WHM a little at 60, then in 3.3 I played around on the SCH at 60 and then started leveling the AST. I have to say I actually quite like the AST even at 40. I'm not sure about later on, but at lower levels, the WHM is a very boring spam machine, and the AST feels like a WHM with a mini-game.

    I don't like the WHM for the boring gameplay, and I don't like the SCH for having to manage the DoTs plus the fairy. It turns out that I like the AST for its simple mechanics and RNG-oriented mini-game. I with other jobs also had procs that are more about how to use a proc than a simplistic "is it worth it to use it now/delay/ignore".
    (0)
    “There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.”
    ― Ernest Hemingway

  7. #67
    Player
    Alistaire's Avatar
    Join Date
    Sep 2013
    Posts
    2,980
    Character
    Your Character
    World
    Sargatanas
    Main Class
    Blue Mage Lv 60
    Quote Originally Posted by loreleidiangelo View Post
    This is precisely what I'm trying to highlight, I guess. Right now, due to their design, AST cards are just "for funsies", and I think they should be more than that. Hoping for some retooling in 4.0.
    No, because if they become that good then the job becomes only that good with good rng. Bad, bad idea.
    (1)

  8. #68
    Player
    Kerii's Avatar
    Join Date
    Aug 2013
    Posts
    362
    Character
    Rune Venil
    World
    Sargatanas
    Main Class
    Black Mage Lv 100
    Quote Originally Posted by Zfz View Post
    In 3.0 I played around with the WHM a little at 60, then in 3.3 I played around on the SCH at 60 and then started leveling the AST. I have to say I actually quite like the AST even at 40. I'm not sure about later on, but at lower levels, the WHM is a very boring spam machine, and the AST feels like a WHM with a mini-game.

    I don't like the WHM for the boring gameplay, and I don't like the SCH for having to manage the DoTs plus the fairy. It turns out that I like the AST for its simple mechanics and RNG-oriented mini-game. I with other jobs also had procs that are more about how to use a proc than a simplistic "is it worth it to use it now/delay/ignore".
    As you get further into the job they add to that simple mini game with modifiers and extension skills. It's a lot to take in at first, but just be patient and practice. You'll love it a lot once you've got the hang of it.
    (1)

  9. #69
    Player
    AsahinaMyLove's Avatar
    Join Date
    Oct 2014
    Posts
    751
    Character
    Asahina Karayami
    World
    Siren
    Main Class
    Botanist Lv 90
    >.> Astro dont heal a random amount of HP...

    These Cards are random!
    (1)

  10. #70
    Player
    Teraluna's Avatar
    Join Date
    Aug 2013
    Posts
    662
    Character
    Tera Luna
    World
    Louisoix
    Main Class
    Conjurer Lv 100
    Quote Originally Posted by Kerii View Post
    As you get further into the job they add to that simple mini game with modifiers and extension skills. It's a lot to take in at first, but just be patient and practice. You'll love it a lot once you've got the hang of it.
    Well it's pretty obvious not everyone will.
    All classes are important in a raid group, but there's half the number of healers compared to dps, same for tanks, making these roles even more so.
    And now the idea is to have extremely criticial roles playing rng mini-games in the middle of a tough boss fight? Really?
    I see players saying they don't bother with these - that just highlights this mechanic is not suited for use in the sometimes hectic, fast moving raid scenario.

    If these were a one click use, and shared a common cool down people would definitely use them.

    By all means have your mini-games - on your mobile phone - not in an intensive raid environment.
    (0)
    Last edited by Teraluna; 06-21-2016 at 03:20 AM.

Page 7 of 9 FirstFirst ... 5 6 7 8 9 LastLast