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  1. #1
    Player
    Oxdarock's Avatar
    Join Date
    Jul 2015
    Posts
    162
    Character
    Roxanne Stoner
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90

    Possible Suggestions for AST card effects

    So, upon looking over the pre-release info on all the job changes, I found that the only one I was disappointed in was AST, more specifically the card system. The new system revolving around seals I feel is fine, however the card effects themselves lack any kind of diversity. I suspect that this is less because players only fish for balances and more because half of the cards are irrelevant in 5.0. TP is gone which makes Spire pointless, the many healer additions and changes make Ewer and Bole less relevant, and a minority players seem to know how to utilize skill speed, making Arrow very weak.

    Anyway, getting right to the point, here's what I feel the card actions should be. I'm perfectly fine with the variation between Melee and Range dps, however the card effects could be as thus:
    • Balance and Bole give a flat dps increase.
    • Spear and Spire increase crit rate.
    • Arrow and Ewer increase direct hit rate.

    I feel that doing this retains a bit of the diversity AST formerly had with its cards while still giving a noticeable increase in damage, even if it isn't just a flat increase. Instead, it becomes a matter of deciding which classes make better use of which cards. Using Melee dps as an example, one could prioritize Spear cards to MNKs as their gameplay revolves around it or give it to SAMs for big crit damage.

    I will admit that, as 5.0 has yet to be released, I might be jumping the gun on how the card system works. For all I know, fishing for different seals and for melee vs rng cards may make the card system complicated enough with this suggestion just adding more on top of it. If not, maybe this change could be implemented in later patches.

    That said, as stated in the live letter, since the focus of healers for 5.0 is to make them more pronounced via their healing methods, so maybe making the cards a side gimmick was the intent? Either way, I just wanted to throw my opinion out there and hope it gets noticed.
    (6)

  2. #2
    Player
    Oxdarock's Avatar
    Join Date
    Jul 2015
    Posts
    162
    Character
    Roxanne Stoner
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90
    Also, something I didn't realize when I made the first post is that, regarding the DPS increase of Divination, I feel like the dps buffs should be different based on how difficult it is to get certain seals. I won't say what percentage each combination is supposed to have, but the amount of damage should be as such:

    2 different seals=lowest increase
    3 different seals=middle increase
    No different seals =highest increase

    It just seems like the appropriate combination/reward given the difficulty scaling. The percentages of getting each combo in three draws looks something like this (I got these numbers by multiplying the percentages of the second and third draw. I believe it's still relevant for subsequent draws as well):

    2 different seals: 66% chance
    3 different seals: 22% chance
    no different seals: 11% chance

    Like I mentioned, I'm not sure if it goes against the lore or what. I will say however, that if my suggestion for the individual card effects doesn't work, then this could be an alternative. It could be something like:

    2 different seals: DH buff
    3 different seals: Crit Buff
    no different seals: Flat dmg buff

    It could also be:

    2 different seals: DH buff
    3 different seals: DH and crit buff
    no different seals: DH, crit, and flat dmg buff.

    I'm honestly more in favor of the latter suggestion considering "Divination" is a 3 minute cooldown and the effort that would go into the seal combinations. Either is fine so long as the end result rewards the player for working to get a specific seal combination.
    (2)

  3. #3
    Player
    Hereon's Avatar
    Join Date
    Mar 2019
    Location
    Limsa Lominsa
    Posts
    27
    Character
    Amalia Simasil
    World
    Lich
    Main Class
    White Mage Lv 80
    These changes would actually make for such a more engaging gameplay... Its quite a shame actually, with the new seal mechanics they found a nice solution against balance fishing, since other cards would have also been desireable. but they went one step further and instead of solving the problem, they ripped it out by the roots, destroying anything near it in the process. i know thats a bit overexaggerated but thats how i feel about it.

    Back to your sugestion. It might be a tad to powerfull to give 3 buffs during a no different seal but then again, it would raise the skill ceiling and they could easily number tweak it.
    (1)

  4. #4
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    I say combine the new 'sign' mechanic, with the old cards.

    Only instead of the now defunct Spire, replace it with a card that refreshes the durration of a effect already on a party member. Keeping the 'spirit' of the card being one of renewal of energy.
    (1)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  5. #5
    Player
    Oxdarock's Avatar
    Join Date
    Jul 2015
    Posts
    162
    Character
    Roxanne Stoner
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Hereon View Post
    These changes would actually make for such a more engaging gameplay... Its quite a shame actually, with the new seal mechanics they found a nice solution against balance fishing, since other cards would have also been desireable. but they went one step further and instead of solving the problem, they ripped it out by the roots, destroying anything near it in the process. i know thats a bit overexaggerated but thats how i feel about it.

    Back to your sugestion. It might be a tad to powerfull to give 3 buffs during a no different seal but then again, it would raise the skill ceiling and they could easily number tweak it.
    Yeah. When I saw the card effects, my love for AST took a bit of a dive. Still think their method of healing is cool though.

    The more I think about tweaking Divination, the more engaging I feel it would be. Not to mention that it would be similar to how "Earthly Star" works with it's timer in that, even if you don't get the best combination, you still get something. Giving the move a flat dmg buff with the seals combos affecting the duration of the buff would also be a viable option, so that it goes like:

    2 different seals: lowest duration (Possibly 10-15 secs at minimum)
    3 different seals: longer duration (Possibly 15-25 secs)
    no different seals: longest duration (Possibly 20-30 seconds)

    As you can see, the lowest timers would make it a flat dmg version of of a DRG's battle litany. At the highest timers (specifically the 3rd combo), it then becomes the same as a spread balance that you can also stack card effects on. Honestly might be the best option as even in the worst case scenario, it's still something everyone can plan around similar to NIN's TA.
    (0)

  6. #6
    Player
    Kabooa's Avatar
    Join Date
    Sep 2013
    Posts
    4,391
    Character
    Jace Ossura
    World
    Gilgamesh
    Main Class
    Goldsmith Lv 100
    ...No haste buff, huh?

    Petition not signed.
    (1)

  7. #7
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    If I may, I will repost my thought here :

    If we don't get back the ancient system, here my changes :
    Royal Road and Spread removed, no changes.

    Cards
    Balance : 5% damage, grants 1 solar seal
    Bole : 10% damage reduction, grants 1 solar seal
    Arrow : 5% attack speed, grants 1 lunar seal
    Ewer : 30 potency mana regen, grants 1 lunar seal
    Spear : 5% critical rate, grants 1 celestial seal
    Spire : 10% to all healing actions used, grants 1 celestial seal
    Lord of Crown and Lady of Crown keep the same effect granted in Stormblood.

    Divination
    Activable at least with one seal.
    You can cumulate 3 seals max of each type.
    1 solar seal : 3% damage
    2 solar seals : 6% damage
    3 solar seals : 9% damage
    ----
    1 lunar seal : 3% attack speed
    2 lunar seals : 6% attack speed
    3 lunar seals : 9% attack speed
    ----
    1 celestial seal : 3% critical hit
    2 celestial seals : 6% critical hit
    3 celestial seals : 9% critical hit
    ----

    When you activate Divination :
    - If you have 1 solar + 2 lunar, the team will get 3% damage + 6% attack speed.
    - If you have 2 solar + 2 celestial, the team will get 6% damage + 6% critical hit.
    - If you have 3 solar + 1 celestial + 1 lunar, the team will get 9% damage + 3% critical hit + 3% attack speed.
    - Etc.

    So, the best case would be within 10 draws in 180 sec, to have 9 seals = 3 solar seals + 3 lunar seals + 3 celestial seals which would give 9% damage + 9% attack speed + 9% critical hit to all the team.

    It would be far more interesting and rewarding playing this and dealing with the rng again than what they are trying to give us for ShB.
    (2)

  8. #8
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Ceasaria View Post
    If I may, I will repost my thought here :

    If we don't get back the ancient system, here my changes :
    Royal Road and Spread removed, no changes.

    Cards
    Balance : 5% damage, grants 1 solar seal
    Bole : 10% damage reduction, grants 1 solar seal
    Arrow : 5% attack speed, grants 1 lunar seal
    Ewer : 30 potency mana regen, grants 1 lunar seal
    Spear : 5% critical rate, grants 1 celestial seal
    Spire : 10% to all healing actions used, grants 1 celestial seal
    Lord of Crown and Lady of Crown keep the same effect granted in Stormblood.

    Divination
    Activable at least with one seal.
    You can cumulate 3 seals max of each type.
    1 solar seal : 3% damage
    2 solar seals : 6% damage
    3 solar seals : 9% damage
    ----
    1 lunar seal : 3% attack speed
    2 lunar seals : 6% attack speed
    3 lunar seals : 9% attack speed
    ----
    1 celestial seal : 3% critical hit
    2 celestial seals : 6% critical hit
    3 celestial seals : 9% critical hit
    ----

    When you activate Divination :
    - If you have 1 solar + 2 lunar, the team will get 3% damage + 6% attack speed.
    - If you have 2 solar + 2 celestial, the team will get 6% damage + 6% critical hit.
    - If you have 3 solar + 1 celestial + 1 lunar, the team will get 9% damage + 3% critical hit + 3% attack speed.
    - Etc.

    So, the best case would be within 10 draws in 180 sec, to have 9 seals = 3 solar seals + 3 lunar seals + 3 celestial seals which would give 9% damage + 9% attack speed + 9% critical hit to all the team.

    It would be far more interesting and rewarding playing this and dealing with the rng again than what they are trying to give us for ShB.
    This gets my vote....
    (2)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  9. #9
    Player
    guardin's Avatar
    Join Date
    Nov 2012
    Posts
    334
    Character
    Shaiden Nightfall
    World
    Ultros
    Main Class
    Monk Lv 90
    Quote Originally Posted by Oxdarock View Post
    So, upon looking over the pre-release info on all the job changes, I found that the only one I was disappointed in was AST, more specifically the card system. The new system revolving around seals I feel is fine, however the card effects themselves lack any kind of diversity. I suspect that this is less because players only fish for balances and more because half of the cards are irrelevant in 5.0. TP is gone which makes Spire pointless, the many healer additions and changes make Ewer and Bole less relevant, and a minority players seem to know how to utilize skill speed, making Arrow very weak.

    Anyway, getting right to the point, here's what I feel the card actions should be. I'm perfectly fine with the variation between Melee and Range dps, however the card effects could be as thus:
    • Balance and Bole give a flat dps increase.
    • Spear and Spire increase crit rate.
    • Arrow and Ewer increase direct hit rate.

    I feel that doing this retains a bit of the diversity AST formerly had with its cards while still giving a noticeable increase in damage, even if it isn't just a flat increase. Instead, it becomes a matter of deciding which classes make better use of which cards. Using Melee dps as an example, one could prioritize Spear cards to MNKs as their gameplay revolves around it or give it to SAMs for big crit damage.

    I will admit that, as 5.0 has yet to be released, I might be jumping the gun on how the card system works. For all I know, fishing for different seals and for melee vs rng cards may make the card system complicated enough with this suggestion just adding more on top of it. If not, maybe this change could be implemented in later patches.

    That said, as stated in the live letter, since the focus of healers for 5.0 is to make them more pronounced via their healing methods, so maybe making the cards a side gimmick was the intent? Either way, I just wanted to throw my opinion out there and hope it gets noticed.
    We heard your suggestions but most of the AST players are pretty happy with the changes and are excited to get their hands on it. Heck a lot of players are talking about going over to AST because its more fun to play now. I also hopes my opinion gets noticed
    (0)

  10. #10
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by guardin View Post
    Heck a lot of players are talking about going over to AST because its more fun to play now.
    Could I have a link to this? I'm always interested in new PoVs.
    (3)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~

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