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  1. #1
    Player
    SirShady's Avatar
    Join Date
    Jun 2022
    Posts
    167
    Character
    Ryodin Wake
    World
    Gilgamesh
    Main Class
    Ninja Lv 90
    Quote Originally Posted by pikalovr View Post
    the issue is now look at WHM compared to AST why would anyone bring a WHM anymore? AST has so many more mitigations and buffs on top of stuff like macrocosmos. not to mention the amount of buff potential greatly overshadows WHM. it's the issue we have now the only reason WHM is even remotely chosen over AST is cause it can deal more self DPS than AST can provide via buffs. it's a very tight line to walk when you balance two jobs who really only have 1 thing keeping them seperated rn and thats DPS

    hell the lady of crowns change alone would prolly put AST above WHM in terms of defenses a 20% mit (even at single target) every 40s? sign me up WHM wings can suck it. there are some good things here don't get me wrong. but something else i personally feel instead of sleeve draw you should introduce seal spenders so it still requires more effort than get 2 seals monkey slam sleeve draw third seal. sleeve draw introduced the advent of needing 2 seals instead of 3 for your burst windows. which i personally disagree with. you need ways to manipulate seals at all points of the fight which is where seal spenders are superior you could make an ability that eats the last achieved seal or make each seal be able to be used for significant effects and get rid of astrodyne being targettable (which would help in the over buffing department as well)
    Hey Pika! Just did another pass at the Astro cards. Made the card/Astro effects easier to understand and overall less powerful. The old values were based on StB values, so now they're all more in line with current numbers. Astrodyne is now the new Time Dilation. To be honest, you'd expect a higher skill ceiling class like Astro to have better value when played at max potential, even though both are viable. I can see the 15% mit being a problem, especially combined with the new Ewer as a way to cheese certain mechanics, but besides that I think it balances out pretty well. Let me know what you think of the changes!
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  2. #2
    Player
    pikalovr's Avatar
    Join Date
    Feb 2021
    Posts
    291
    Character
    Pikalovr The-shocking
    World
    Diabolos
    Main Class
    Dark Knight Lv 90
    Quote Originally Posted by SirShady View Post
    AST changes snip
    yes thats much better and now you can preplan (kinda becoming ASTs whole thing) stuff like setting up a 10% damage buff on say a SAM for their burst window or if you do want to cheese a tank mechanic you need to actually plan ahead now (i'd honestly push the mit down to 5-10% tho tbh) thanks to ewer and tower cards (you'd make ewer and tower effects permanent until used ofc). lady of crowns remaining a pure AOE heal but having a caveat for it being not the DPs card is also a good way to mitigate RNG cause you either get a maximum 60% bonus potency lord of crowns or an upgraded lady of crown that also deals damage (although it could be debated on which card deserves more damage since lord of crowns is only 150 more potency at max buff)

    now onto new skills like comet. no reason for it to exist tbh it's just use immediately before combust for more DPS. now if you made it an ogcd that instead refreshes the DoT and provides a secondary effect based on how low the timer is that'd be leagues better as it would still keep you to pay attention to the timer and reward riskier plays if the DoT was for example about to fall off during burst windows without just adding more damage. we wanna kinda keep WHM as the DPS job and AST as the buffer job think MCH and BRD for example. imagine if you will if at 3s and below if you use the oGCD you get a temporary tower/ewer effect for all nearby teammates. this would help you still get use out of the effects even if you got bad RNG and it affects everyone so unless you draw an ewer or tower all other cards are usable with it.

    the issue is we don't need more buffs for DPS and more DPS we need more interesting interactions within our own kits like for comet giving out tower and ewer effect to all party members you notice it's not just a DPS increase but actually melds well with what your kit specializes in. it's why sleeve draw as much as i disagree with it was good cause it interacted with ASTs core mechanic and made it interesting/feel better.

    just an ending note change arrow the only caster that would even remotely benefit from it is BLM. sadly every other caster is already lower casts or have so few actual long hardcasts (SMN) that it'd basically be wasted even when astrodyne did that we figured it up at most only being one extra malefic per use which isn't the greatest thing i'd instead focus on arrow being a GCD reset card (yes ik it would be difficult to balance but it's RNG so you're always gonna have "good" and "bad" cards) plus it wouldn't benefit from ewer and tower so it's already at an disadvantage there as well
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  3. #3
    Player
    SirShady's Avatar
    Join Date
    Jun 2022
    Posts
    167
    Character
    Ryodin Wake
    World
    Gilgamesh
    Main Class
    Ninja Lv 90
    Quote Originally Posted by pikalovr View Post
    Astro feedback
    Thank ya! I think it sounds like a fun concept too. Honestly the 15% mitigation is there since it needs to be strong for people to choose it over other offensive-focused cards, but I agree that it would definitely need to be looked at if it's synergy with the new doubled card effects would lead to tanks being able to break certain mechanics. I suppose we could just have it be the only effect not effected by the doubling but that seems sloppy... I'll keep thinking about it!

    Comet is basically just there to give the Astro something to do after their card burst phase is over and they're back to spamming Malefic. Same thing with Malign Continuum. They're just for flavor/fun for when you're stuck DPS spamming. Having it reapply the DoT kind of goes against the purpose, as it would make Combust superfluous after that first application. I don't mind the idea of it gaining an additional effect under a certain time instead of dealing extra damage though. The only problems there I could see is that there are already so many buffs the Astro is managing that it makes it hard to balance and justify another one that would activate every 30 seconds. That and it just doesn't seem like the kind of spell that would buff, honestly. Maybe it deals a flat 100 potency, but under 5 seconds, it gains a debuff like putting Stop or Slow on all targets for a short time? Obviously this would not work for bosses, but even then it's still a little extra free damage every 15 seconds for people to squeeze out.

    Oh, the Arrow effects recast rate as well, so it speeds up the GCD by 10%, not just cast times. It's like a mini haste effect.
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    Last edited by SirShady; 06-26-2022 at 02:12 PM.