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  1. #1
    Player
    Ubbernaut's Avatar
    Join Date
    Aug 2019
    Posts
    15
    Character
    Reinan Ohood
    World
    Cerberus
    Main Class
    Gunbreaker Lv 70
    Quote Originally Posted by Brarry View Post
    Why even have a picture of the signs when they don't connect to lore anyways. Just have a picture of the 3 seals we are fishing for instead of the 6 signs. That way it is more simple, easy, homogenized, and intuitive. That way it's easier to level to 80 and finally switch class.
    And if they are going that route anyways just delete the AST class itself, no one's playing it for dungeons or endgame anyways.
    This is so spot on it actually hurts. The more I play Astro the less I see Bole, Ewer or Arrow. I just see Moon, Sun or Blue circle (or~ blue or purple).

    This is compounded even further when cards like Bole (A TREE) are for ranged dps, while LITERALLY ARROW is for melee. SE, w-what are you doing?! <o>
    (8)

  2. #2
    Player
    Eisenhower's Avatar
    Join Date
    Oct 2013
    Location
    Ul'dah
    Posts
    176
    Character
    Meera Khei
    World
    Odin
    Main Class
    White Mage Lv 80
    Quote Originally Posted by Ubbernaut View Post
    This is compounded even further when cards like Bole (A TREE) are for ranged dps, while LITERALLY ARROW is for melee. SE, w-what are you doing?! <o>
    This is SQEX we're talking about. They've done this kind of wonky naming for a good while now - lest you forget the mess that is...
    • Aeolian Edge, where "Aeolian" or "Eolian" refers to things related to Aeolus, the Greek God of wind, yet does not extend Huton - the wind-based haste buff.
    • Armor Crush, which seems to imply a strong attack, not being the strongest strike or dealing damage over time.
    • Shadow Fang, which seems to imply a supernatural element or special attack, not dealing damage over time or being the strongest strike.
    The card system is homogenized because SQEX either lacks the people or the engine framework to do interesting things. I'm currently leaning more towards the former since we've definitely seen bosses make use of some tricky stuff. So it doesn't come as a surprise that the dev team just went "fugg it" and painted everything over with the +dmg% brush. It saves them a lot of headache trying to balance things.
    (4)