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  1. #1
    Player
    Dnc's Avatar
    Join Date
    Aug 2013
    Posts
    20
    Character
    Elbek Iriq
    World
    Balmung
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by ty_taurus View Post
    I'm not sure what you mean by Blue and Red Card...

    If what you're suggesting is basically that cards all grant damage buffs, but each one adds something additionally, like Bole also mitigates damage, than you're right back where you started. You can't pull support cards when you need them, and you don't want them any other time because they're a DPS loss in comparison to Balance which also increases Direct Hit or Critical Hit.

    If what you're saying is that all cards still do exactly the same thing, it's just that you get an extra effect depending on who your target is, then you're not fixing the problem that players have: Wanting the different cards to be meaningful and not just the same thing.
    By blue and red cards I'm basically referring to the colored border the cards have. Blue for tank/melee, red for ranged. I should've clarified to begin with.
    But I do agree that having additional damage buffs on top of the already existing damage buff would negate the "need" for the other effects. That's something I've been hesitant to suggest, but I can't currently think of what kind of an additional buff damage classes could receive from the cards.

    And yes, it wouldn't fix the biggest problem many in the healer playerbase have, but Yoshi P made it clear we're going to be sticking with the current iteration of the cards. So I'm simply suggesting something subtle to bring back even a hint of flavor back to the cards without completely reworking them. Though this is a rework suggestion thread...

    If I were to rework the cards, however, I'd rather they were mitigation tools and additional effects on our heals. No damage buffs at all. For example cards could achieve what neutral sect currently does. In all honesty, I feel like sects in general could've been baked into the cards. Minor arcana could have been the sure way of "switching" between shielding and regen. But that's closer to a whole job rework rather than just the cards.

    (Also, apologies if I'm rambly. I never were the best at forming my thoughts into coherent paragraphs.)
    (0)
    Last edited by Dnc; 08-13-2019 at 05:27 PM.

  2. #2
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Dnc View Post
    By blue and red cards I'm basically referring to the colored border the cards have. Blue for tank/melee, red for ranged. I should've clarified to begin with.
    But I do agree that having additional damage buffs on top of the already existing damage buff would negate the "need" for the other effects. That's something I've been hesitant to suggest, but I can't currently think of what kind of an additional buff damage classes could receive from the cards.

    And yes, it wouldn't fix the biggest problem many in the healer playerbase have, but Yoshi P made it clear we're going to be sticking with the current iteration of the cards. So I'm simply suggesting something subtle to bring back even a hint of flavor back to the cards without completely reworking them. Though this is a rework suggestion thread...

    If I were to rework the cards, however, I'd rather they were mitigation tools and additional effects on our heals. No damage buffs at all. For example cards could achieve what neutral sect currently does. In all honesty, I feel like sects in general could've been baked into the cards. Minor arcana could have been the sure way of "switching" between shielding and regen. But that's closer to a whole job rework rather than just the cards.

    (Also, apologies if I'm rambly. I never were the best at forming my thoughts into coherent paragraphs.)
    For all the good it'll do, I did add the build I made in the past which someone quoted in the second comment of this thread under the feedback section of the forums. I have heard that this is something that is actually looked at and feedback from players is taken into consideration. I also made an effort to clarify that I wasn't trying to imply that my idea was the best and they have to implement it that way, but rather to at least inspire some design ideas that could keep the consistency of the current cards while returning the individuality of the old cards in a fashion.

    I also understand that the new system is here to stay for a while, but it is not a good system. It's something that has very clearly poisoned the player base, frustrated AST mains, and caused a lot of grief despite its functionality. This is not something that will get swept under the rug, and sooner or later the team is going to have to face it. Talking about it now isn't about being impatient or demanding immediate change, it's about creating waves that will capsize the current system over time and change it in the future, be that as far as 5.2, 5.3, or perhaps 6.0. It won't happen for a while, but the more noise we make, the better the chance that we'll see this fixed.
    (2)