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  1. #1
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,994
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Better off having the MP reduction removed from Lightspeed and AST MP costs reduced across the board to compensate.

    And, honestly, I'd rather keep Seals and Divination atop varied card effects than the old Royal Road interactions (i.e. if they refused to balance them). At least it'd further help to give relative weight to the normally situational card effects.
    I don't think you can have 6 card effects and the seals system.
    Maybe three effects and then keep the card duos?
    I'm thinking practical, I guess it would be easier for them to remove things and consolidate existing things rather than re-balancing new card effects and stuff.

    Removing the MP reduction of Lightspeed is weird. Essentially it would end up being an AST flavoured "triple cast" but it would be far more beneficial for classes with long cast times, which is not AST's case at all. It's valuable because of the load of oGCDs to be weaved from time to time in AST's cycle, but paired with Lucid Dreaming I think it's quite an efficient MP tool. But as Hyomin said, it ends up being used for weaving rather than MP economy.
    (1)

  2. #2
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    I've been wondering if there was a way to fuse both systems, here is a rough idea for it,

    Seals remain tied to their current cards
    Spire changed to Healing received + 30%
    Balance changed to DH + 10%
    Ewer gives 1,500 mp instantly
    All other card effects returned
    Spread, RR, old minor arcana returned
    Seals cannot be gotten outside combat
    Saving cards can be done outside combat
    RR does not give seals
    Saved cards can give seals
    Lord/Lady fixed like current card system but give flat dmg/heals instead
    Sleeve Draw reverted back to 4.X version except no Lord/Lady
    Divination buffed to 10% dmg up
    New ability "Royal Flush" changes Draw to Balance, Spread to Arrow, RR to Spear, MA to Bole, Redraw to Ewer, Sleeve Draw to Spire, Player picks a card and this card replaces "Royal Flush" 120s cd.

    This system is by no means perfect and probably way overtuned with what would actually be acceptable but I wanted to try and keep the idea of divination that it forces to not fish for a single card in tact, yea there would still be a "best" card scenerio but the 10% dmg up on divination would keep people from only fishing for crit/dhit up while also adding a way to get that last seal quickly with "Royal Flush" etc.
    (0)
    Guy butt is best butt <3

  3. #3
    Player
    Crushnight's Avatar
    Join Date
    Dec 2014
    Posts
    2,345
    Character
    Jets Down
    World
    Gilgamesh
    Main Class
    Dancer Lv 90
    Now for discussion, honestly i think the new AST card system is being treated like BLU is by SE, it is one of the developers 'baby' and they will fight against(metaphorically ofc) anyone disagreeing with it and not worth changing even when it is the majority of people who played with it/used to play it.

    AST numbers are still way too low and that is after being made no1 healer, SE need to see it is a fundamental gameplay change that caused this, not numbers or we will end up with 3.4 AST again and that was broken mess(more fun than now but was definitely broken) which i don't think any respectable healer would ever want repeated especially if their goal is actually balancing healers.
    (4)
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  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,959
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Mansion View Post
    I don't think you can have 6 card effects and the seals system.
    Maybe three effects and then keep the card duos?
    You can just as easily as you keep 3 card effects and have 3 seals or 12 card effects and 3 seals... The one is irrelevant to the other except in that the larger should be a multiple of the smaller. Adding Seals merely down-tunes Balance-fishing to make the other reach breakpoints for viability more often.

    Quote Originally Posted by Mansion View Post
    Removing the MP reduction of Lightspeed is weird. Essentially it would end up being an AST flavoured "triple cast" but it would be far more beneficial for classes with long cast times, which is not AST's case at all.
    Counterpoint: Having MP reduction on a skill that could otherwise be saved wholly for mobility or weaving, where they produce a far more tangible and gameplay-related benefit, is weird.
    (0)

  5. #5
    Player
    Mansion's Avatar
    Join Date
    Aug 2018
    Location
    Gridania
    Posts
    1,994
    Character
    Mansion Viscera
    World
    Louisoix
    Main Class
    Sage Lv 100
    Quote Originally Posted by Shurrikhan View Post

    Counterpoint: Having MP reduction on a skill that could otherwise be saved wholly for mobility or weaving, where they produce a far more tangible and gameplay-related benefit, is weird.
    Yeah but movement (and weaving to a certain extent) is less of a problem for AST, as it has weaving into Malefic (and Aspected Benefic, Benefic and Combus), and Malefic + slidecast offers more movement flexibility than any other healer (or caster).
    Whereas the only MP recovery tool within AST kit is Lightspeed. That's more valuable than the movement / weaving tool as AST needs the latter less (except for Sleeve Draw windows).
    In the end, that's another ability that changed a lot compared to its original iteration (where AST had 2.5sec+ casts), and that's a problem in AST's current flow.


    Quote Originally Posted by HyoMinPark View Post
    If the developer’s intentions for Lightspeed were to be movement and weaving related, then they need to give AST another way to recover MP. Especially if they were to remove the MP reduction from the skill. AST is decidedly last place in terms of mana economy—it’s not uncommon to end up MP negative after using Raise or a death. WHM and SCH can recover significantly better than AST.
    Adding a "Recover 400 MP" to Draw would be a simple way to have an Assize or Aetherflow-like gimmick. It would encourage the Drawing as part of the general rotation too. Of course it needs to be balanced because its CD is shorther than AF (1 000 MP per minute) and Assize (500 MP every 45 seconds).
    (1)