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  1. #1
    Player
    Tulzscha's Avatar
    Join Date
    May 2016
    Posts
    275
    Character
    Tulzscha Abbith
    World
    Jenova
    Main Class
    Reaper Lv 90
    Tying utility to the cards makes things really difficult because of the RNG.
    I think that just depends how you look at it. If you're trying to get a specific effect for a specific mechanic then yeah but there are other abilities for that, cards just make everyone's lives a little better. Tanks, BLMs or DRGs are always gonna get hit by something so just throwing bonus dmg reduction on them never hurts, casters could always use a little more mobility, etc. If rng is going to be a core aspect of them you don't want them to be super important.

    Adjust other card effects to be competitive enough to DPS without being a direct DPS buff (Essentially impossible unless other cards contribute to DPS...
    There's an idea, could have all the different kinds of utility with a dmg buff added to them. At least then they'd never feel useless.
    (1)

  2. #2
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Tulzscha View Post
    I think that just depends how you look at it. If you're trying to get a specific effect for a specific mechanic then yeah but there are other abilities for that, cards just make everyone's lives a little better. Tanks, BLMs or DRGs are always gonna get hit by something so just throwing bonus dmg reduction on them never hurts, casters could always use a little more mobility, etc. If rng is going to be a core aspect of them you don't want them to be super important.
    That's the tricky part I was referring to. If you give these generalized buffs to the cards that benefit everyone, that is just another way of eliminating the RNG. The question becomes if AST mains will even feel like their cards are making an impact on the encounter, and once again doing all this work for little reward. That's my concern with this kind of change. Then there is also coming up with six different effects that are non-damage related, that also stay true to the lore behind each card.

    There's an idea, could have all the different kinds of utility with a dmg buff added to them. At least then they'd never feel useless.
    If you can accomplish this, then there's no point putting a DMG buff to the card. If you have to put a DMG buff on a card for it to be useful, AST card mechanic immediately defaults to what it is now. This is what I am under the impression that we are trying to avoid.
    (0)