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  1. #11
    Player
    Mikhaill's Avatar
    Join Date
    Jan 2015
    Posts
    616
    Character
    Xetsu Mitsuhara
    World
    Goblin
    Main Class
    Marauder Lv 70
    I'd be happy if the renamed Divine Bension to Protect or Proshell I guess.
    Why remove an iconic skill?
    AST is a mess, all I need to say there.
    Quote Originally Posted by LunarEmerald View Post
    It's closer to stoneskin than protect.
    I know, it's also a mini Adblo too, but in other games Protect didn't last 30 mins either lol.
    Just reduced physical damage (Proshell being phys + mag) for x turns.
    I just want the name back for WHM lol.
    (3)
    Last edited by Mikhaill; 07-28-2019 at 12:26 PM.

  2. #12
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Mikhaill View Post
    I'd be happy if the renamed Divine Bension to Protect or Proshell I guess.
    Why remove an iconic skill?
    AST is a mess, all I need to say there.
    It's closer to stoneskin than protect.
    (3)

  3. #13
    Player DonovanLifeweaver's Avatar
    Join Date
    May 2019
    Posts
    118
    Character
    Vormav Tengille
    World
    Behemoth
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Ootarion View Post
    I have to honestly say I am still not at all impressed with the class changes, specifically the changes to Astrologian and White Mage, ironically I have no complaints about any of the DPS classes.

    The issues I have as far as Astrologian are.

    1) Cards virtually all do the same thing now, which is boring and unimaginative.
    2) Seals for Divination cannot be gained unless in combat, which is also bad because sometimes even when I am in combat and it just started, I will use a Card on myself or another party member who is in combat and no Seals will be gained. Either which way, this effect should work in and out of combat.
    3) Astrologian healing feels unnecessarily weak compared to how it was in Stormblood.
    4) Draw was split into Draw and Play when that is totally unnecessary when letting Draw start it's cooldown while a Card is held in it is perfectly doable since Redraw can start it's cooldown without all three charges needing to be used. This alteration just causes unnecessary button bloat.
    5) I miss having Royal Road so that I could make one card improve another card in some manner, that was neat and intuitive. But since all the Cards all do the same thing now.....yeah....:/
    6) Astrologian damage potencies are to low.
    7) MP management due to improperly tuned MP costs is bad. While WHM on the other hand has AMAZING mp management and unlike my AST never has an issue with running out of MP.
    8) Divination's cooldown is like....a lil to long....
    9) Horoscope is confusing in that you have no idea if it has been upgraded to Horoscope Helios or not, I mean sure you would know if you use it then cast Helios or Aspected Helios then yeah in that light it would assuredly have its upgraded effect, but it would be a nice Quality of Life adjustment if we saw some buff or change in the Horoscope icon that it indeed has been changed.

    The issues I have as far as White Mage are.

    1) The loss of Aero III.
    2) Holy damage nerfed.
    3) Lilies take to long to gain when they should be gained like they were before, when someone is healed with Cure I or Cure II.

    Would also be nice if Protect came back.

    totally agree.
    no one on here gives a *** about my pov but....

    1 card for each dps type melee, caster range
    1 card crit for each dps type melee, caster range
    1 card for mitigation for tanks
    1 card for ressource management
    reincorporate the ast skill that allowed to get an aoe version weaker or single target buffed effect( somethine rarer to happen)

    that would be it because with SHB, like you said, we lost the option of choice or to fiddle around with cards and the trill of hoping for the right card to come up
    (1)
    Last edited by DonovanLifeweaver; 07-29-2019 at 02:19 AM.

  4. #14
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Quote Originally Posted by Mikhaill View Post
    I'd be happy if the renamed Divine Bension to Protect or Proshell I guess.
    Why remove an iconic skill?
    AST is a mess, all I need to say there.

    I know, it's also a mini Adblo too, but in other games Protect didn't last 30 mins either lol.
    Just reduced physical damage (Proshell being phys + mag) for x turns.
    I just want the name back for WHM lol.
    It depends on the game. In some Final Fantasy's protect is infinite until the end of the battle and others it only lasts a few turns.

    They could always give us a real protect. Something like reduce damage taken by 10% for 60 seconds for a single target. Essentially a powerful tank cooldown healers have that only applies to a single target unlike other mitigation abilities. In exchange for 1 target the duration is significantly longer.
    (0)

  5. #15
    Player DonovanLifeweaver's Avatar
    Join Date
    May 2019
    Posts
    118
    Character
    Vormav Tengille
    World
    Behemoth
    Main Class
    White Mage Lv 80
    Quote Originally Posted by LunarEmerald View Post
    It depends on the game. In some Final Fantasy's protect is infinite until the end of the battle and others it only lasts a few turns.

    They could always give us a real protect. Something like reduce damage taken by 10% for 60 seconds for a single target. Essentially a powerful tank cooldown healers have that only applies to a single target unlike other mitigation abilities. In exchange for 1 target the duration is significantly longer.
    we had it it was called stoneskin
    (1)

  6. #16
    Player
    LunarEmerald's Avatar
    Join Date
    Aug 2013
    Posts
    1,851
    Character
    Lunar Emerald
    World
    Leviathan
    Main Class
    Reaper Lv 90
    Quote Originally Posted by DonovanLifeweaver View Post
    we had it it was called stoneskin
    Stoneskin was different. It negated damage. Protect in Final Fantasy games doesn't negate damage, it reduces it.
    (0)

  7. #17
    Player
    Xatsh's Avatar
    Join Date
    Mar 2011
    Location
    Uldah
    Posts
    2,011
    Character
    Xatsh Vei
    World
    Hyperion
    Main Class
    White Mage Lv 90
    Game needs some balance patches for alot of the jobs.


    Ast is in a horrible place right now and needs some major buffs.


    Whm honestly feel fairly op atm, probably is due for a small nerf. Lilly/Holy change does not bother me to be honest. Losing the Aoe Dot was a negative over all.
    (2)

  8. #18
    Player
    Fynlar's Avatar
    Join Date
    Jan 2014
    Posts
    2,998
    Character
    Fynlar Eira
    World
    Hyperion
    Main Class
    Red Mage Lv 100
    2) Holy damage nerfed.
    Only if you're hitting too few things with it. With 7 targets it's nearly the same total potency, and 8+ the new Holy is actually higher total potency.

    3) Lilies take to long to gain when they should be gained like they were before, when someone is healed with Cure I or Cure II.
    No thanks. For many players this would actually result in gaining lilies slower, or else have to cast useless Cures they might not need to cast in the first place.
    (1)

  9. #19
    Player
    Callinon's Avatar
    Join Date
    May 2014
    Location
    ???
    Posts
    1,557
    Character
    Callinon Soulforge
    World
    Ultros
    Main Class
    Dancer Lv 90
    Quote Originally Posted by Ootarion View Post
    I have to honestly say I am still not at all impressed with the class changes, specifically the changes to Astrologian and White Mage, ironically I have no complaints about any of the DPS classes.

    The issues I have as far as Astrologian are.

    1) Cards virtually all do the same thing now, which is boring and unimaginative.
    2) Seals for Divination cannot be gained unless in combat, which is also bad because sometimes even when I am in combat and it just started, I will use a Card on myself or another party member who is in combat and no Seals will be gained. Either which way, this effect should work in and out of combat.
    3) Astrologian healing feels unnecessarily weak compared to how it was in Stormblood.
    4) Draw was split into Draw and Play when that is totally unnecessary when letting Draw start it's cooldown while a Card is held in it is perfectly doable since Redraw can start it's cooldown without all three charges needing to be used. This alteration just causes unnecessary button bloat.
    5) I miss having Royal Road so that I could make one card improve another card in some manner, that was neat and intuitive. But since all the Cards all do the same thing now.....yeah....:/
    6) Astrologian damage potencies are to low.
    7) MP management due to improperly tuned MP costs is bad. While WHM on the other hand has AMAZING mp management and unlike my AST never has an issue with running out of MP.
    8) Divination's cooldown is like....a lil to long....
    9) Horoscope is confusing in that you have no idea if it has been upgraded to Horoscope Helios or not, I mean sure you would know if you use it then cast Helios or Aspected Helios then yeah in that light it would assuredly have its upgraded effect, but it would be a nice Quality of Life adjustment if we saw some buff or change in the Horoscope icon that it indeed has been changed.
    1: No the cards actually do the same thing now. Nothing virtual about it. This change was made because of the prior card system HEAVILY favoring Balance (and to a lesser degree Spear) as the only useful cards in the deck. The others were royal road or minor arcana fodder. Now all 6 cards are useful in exactly the same way. The important thing now is seals, not individual cards.
    2: Yeah I've reported this as a bug. I've been in combat, on the aggro table, and still not been given my seal. I think it's a latency problem, where the client is checking with the server for whether I'm in combat or not instead of making that determination itself. Regardless it's a pointless check. The idea there should be that you can't gain seals ahead of time, but with Divination on such a big cooldown it hardly matters if I can gain seals out of combat or not. If the concern was that AST players would make their groups sit there while they built seals before a boss pull, then the obvious solution is to make something like Sleeve Draw grant all 3 seals if used out of combat or something. Not this. This is silly.
    3: It does feel weaker. Can't argue that one.
    4: I actually like this setup better for drawing and playing cards. So the most awkward adjustment for me was moving from playing primarily aoe cards to having to play every card on a person. When Draw was changing into the card ability itself I couldn't do anything about this. But now with Play being a thing, I can create a mouseover macro to play the card on my mouseover target. This is actually much better and makes the cards feel a lot less awkward to use. Also button bloat? You lost Royal Road and Spread and gained Play. It's actually one fewer button for playing with cards as you had in Stormblood.
    5: I miss Royal Road too. But with the more generic cards it kind of didn't fit anyway. I mean, in this system for instance, I wouldn't really WANT to spread Balance because it'd be wrong for about half the party.
    6: Depends on the damage output from the other healers. If we're right in line with them, then it's fine.
    7: No, this one's on you. Manage your mp better.
    8: Definitely. Divination isn't nearly powerful enough for the cooldown and requirements it has. 3 minutes and 3 different seals required for full effect? An effect that lasts 10 seconds? Trick Attack and Technical Step are the only really comparable abilities and both of them are strictly better than Divination.
    9: Just cast your Helios after you use Horoscope. What's the problem here? Try to keep this one piece of information in your head for literally 20 seconds. This one isn't a real problem.
    (2)

  10. #20
    Player
    Duskane's Avatar
    Join Date
    May 2018
    Location
    isnt it messed up that goblet is a housing area and not a tiny goblin
    Posts
    4,163
    Character
    Dusk Himmel
    World
    Ravana
    Main Class
    Viper Lv 100
    Quote Originally Posted by Schan View Post
    What i find hilarious is they're "working on healers" yet did a better job at fixing tanks which was not their aim. I can't decide if i should laugh or cry

    edit: actually thinking about this does that mean i should be worried if they ever announce they are going to work on tanks?

    other than that i think every role has a few issues. I believe nin is in a rough spot when it comes to dps. drk is arguably the weakest of the tanks. healers.. the only okay one is whm... and i feel like this expansion has made a lot of jobs clunkier. i mean we used to have like 2 or 3 jobs that were clunky. now it feels like we have more clunkier jobs than before. i could be wrong.
    they worked on tank balance the entirety of SB its why they are the most balance they have ever been in ShB
    (1)

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