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  1. #1
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    Quote Originally Posted by Lastelli View Post
    So your solution is making all cards close to useless. Well, that's one way to prevent cards fishing, I suppose. By the way, with these changes every card will be just used for minor arcana except for Spire that would be slapped on the main tank (and Bole, but only during big pulls in dungeons). The effects of the other cards are too situational and/or too weak.
    Maybe offer your suggestion instead of just saying what I offered to be useless. Old card effects won't work with how things are now. Personally I don't think its useless so I'll wait for what you have to suggest.
    (0)

  2. #2
    Player
    MitsukiKimura's Avatar
    Join Date
    Aug 2019
    Location
    Malboro
    Posts
    662
    Character
    Mitsuki Akiyumi
    World
    Malboro
    Main Class
    Reaper Lv 100
    If you want the old cards then you will need to change
    Balance
    Arrow
    Spire
    And nerf or change crit.
    If you come up with a solution let me know.
    (0)

  3. #3
    Player
    Lastelli's Avatar
    Join Date
    Jun 2015
    Location
    Gridania
    Posts
    937
    Character
    Lastelli Sungsem
    World
    Ragnarok
    Main Class
    Monk Lv 90
    Quote Originally Posted by MitsukiKimura View Post
    Maybe offer your suggestion instead of just saying what I offered to be useless. Old card effects won't work with how things are now. Personally I don't think its useless so I'll wait for what you have to suggest.
    I'm perfectly fine with a system where all cards are damage buffs. They just need to find a less cumbersome way to distribute cards.

    But if I could have it my way, I'd like something like this: make one card a defense buff and the other 5 different flavors of dmg up, some of which are better for some dps jobs (crit., direct hit, straight dmg buff, gcd speed up, autoattack speed up). Keep the seal system and divination. Bring back the old lord/lady and add an aoe+stun effect to lord and make them strong enough to be worth using over the normal buffs in some situations. Give AST a closed position equivalent to give cards to the selected target without having to directly select it every time you use play (effect is overridden if you're selecting another dps player when you use play). Don't bring back the royal road mechanic, but bring back time dilation. Sleeve Draw gives you one (not three) additional card.

    What this achieves: 5 cards are always good, with little variation depending on party comp (gcd speed up -> better on a BLM, autoattack speed up-> better on a MNK etc.), the defence up card is situational and mostly used in dungeons or if you're lucky enough to draw it before a tank buster that isn't covered by tanks' cd (doesn't really happen, but whatever, let's pretend we want some freedom of choice), but if you don't need it you can redraw it and get something actually good. At the same time the AST should alternate cards to get 3 different seals. Seals should accrue only when they're different and divination should be usable on cd even if you don't have 3 seals: if you already have a moon, the next moon card you play won't give you any seal, so if you're unlucky enough to only draw moon you will then use a 1-seal divination that provides a 4% aoe dmg boost. Closed position makes it so that you can feed all cards to the same dps without having to switch target, making the card system less busy (especially in the opener, since you'd have 2 cards less), but you'd still have room to optimize by giving the right card to the right dps if you wanted to.

    What I don't want to see: situational effects tied to rng that compete with universally useful effects (dmg buffs). That's asking for trouble.
    (0)