Page 2 of 4 FirstFirst 1 2 3 4 LastLast
Results 11 to 20 of 36
  1. #11
    Player
    Reinhardt_Azureheim's Avatar
    Join Date
    Oct 2017
    Posts
    2,576
    Character
    Reinhardt Azureheim
    World
    Alpha
    Main Class
    Dark Knight Lv 100
    Quote Originally Posted by Xelanar View Post
    They just made the old "DPS increasing" Cards into melee cards, and the old "support" cards into ranged ones.

    Maybe they opted to separate them this way to make it easier for Astros of Old to adapt to the new and highly complex and fun card system xD.
    A possible way why they assigned the cards like this, yeah.

    Alternatively is the elemental alignment of the card with the respective Heaven and the elemental chart of this game (at least with how I remember Eureka's elemental wheel)

    Melee/Tank = Fire (Balance) -> Spear (ice) -> Arrow (Wind) -> cycle repeats
    Ranged/Healer = Lightning (Spire) -> Water (Ewer) -> Earth (Bole) -> cycle repeats
    (0)

  2. #12
    Player
    Renathras's Avatar
    Join Date
    Dec 2014
    Posts
    2,747
    Character
    Ren Thras
    World
    Famfrit
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Casti_EL View Post
    I don't even pay attention to what the cards are anymore - it's either a blue card (melee) or a purple card (caster dps). I miss the old system . . . I really hope they do something special with the re-work but I have a nasty feeling it'll be dumbed-down even more (what does this card do? Increases dps by 5%! For who? Anyone! And this card? Same! And this one? Same! Then what's the point in having different cards? Erm, pleasing to the eye?)
    They might go the PvP route and just make them AOE, get rid of the Seals, but they'll have to slightly alter them. Though they'd probably use the Bard song effects - one does minor damage increase, one does direct hit rate, one does crit rate - instead, since those would all be roughly equally viable. They'll then remove Redraw as well. But at least they'd all be useful then, I suppose...
    (1)

  3. #13
    Player
    MintnHoney's Avatar
    Join Date
    Sep 2015
    Posts
    903
    Character
    Aylin Bielawska
    World
    Adamantoise
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by IDontPetLalas View Post
    I am betting that they'll either remove them (which is actually a rumour that I heard, it may be baseless)
    Considering that they will be adding more DPS jobs in the future, I'm going with this one. That way, they can put more of their development time and design focus around them, and we can settle for passive Astrodyne, on each healer, every 2 minutes.
    (0)

  4. #14
    Player
    Vinal211's Avatar
    Join Date
    Jun 2015
    Posts
    40
    Character
    Karmen H'ana
    World
    Mateus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by MintnHoney View Post
    Considering that they will be adding more DPS jobs in the future, I'm going with this one. That way, they can put more of their development time and design focus around them, and we can settle for passive Astrodyne, on each healer, every 2 minutes.
    i physically recoiled in sheer disgust reading this, so congratulations on that.

    hell, why stop at passive astrodyne? every healer gets divination! every healer gets afflatus misery with no strings attached (except WHM who still has to use their gauge)! everyone gets a bara fairy that flexes to heal everyone to full every 5 seconds! every healer gets a kardia, and if they so much as sneeze the tank gets 100% healed and given a 200% shield 5 times over!
    (0)

  5. #15
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Vinal211 View Post
    i physically recoiled in sheer disgust reading this, so congratulations on that.

    hell, why stop at passive astrodyne? every healer gets divination! every healer gets afflatus misery with no strings attached (except WHM who still has to use their gauge)! everyone gets a bara fairy that flexes to heal everyone to full every 5 seconds! every healer gets a kardia, and if they so much as sneeze the tank gets 100% healed and given a 200% shield 5 times over!
    and people will still say 'i don't want to play healer as it has too much responsibility and stress attached'
    (0)

  6. #16
    Player
    Rongway's Avatar
    Join Date
    Aug 2013
    Posts
    4,169
    Character
    Cyrillo Rongway
    World
    Hyperion
    Main Class
    Black Mage Lv 100
    Blue border with + sparkles :: blue action costs :: physical actions

    Purple border with o sparkles :: purple action costs :: magic actions

    That's how I remember them. Nevermind that rangers use the magic cards.
    (0)

  7. #17
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Vinal211 View Post
    i physically recoiled in sheer disgust reading this, so congratulations on that.

    hell, why stop at passive astrodyne? every healer gets divination! every healer gets afflatus misery with no strings attached (except WHM who still has to use their gauge)! everyone gets a bara fairy that flexes to heal everyone to full every 5 seconds! every healer gets a kardia, and if they so much as sneeze the tank gets 100% healed and given a 200% shield 5 times over!
    I would hate to disturb your delicate stomach so [TRIGGER WARNING] there is at least one game that I have played in which the support class had a selection of buffs to pick from and then be active unless toggled off. That design allowed the class to be able to juggle healing and a selection of DPS skills which made it both fun and useful to any group, whether it had melee, ranged or needed extra help in heals.
    (0)

  8. #18
    Player
    Vinal211's Avatar
    Join Date
    Jun 2015
    Posts
    40
    Character
    Karmen H'ana
    World
    Mateus
    Main Class
    Summoner Lv 90
    Quote Originally Posted by IDontPetLalas View Post
    I would hate to disturb your delicate stomach so [TRIGGER WARNING] there is at least one game that I have played in which the support class had a selection of buffs to pick from and then be active unless toggled off. That design allowed the class to be able to juggle healing and a selection of DPS skills which made it both fun and useful to any group, whether it had melee, ranged or needed extra help in heals.
    oh trust me it was said mostly in jest, but that setup does sound pretty fun actually! though i do have to ask if there were other support classes with it and they all had their own identities as well.
    (0)

  9. #19
    Player
    IDontPetLalas's Avatar
    Join Date
    Oct 2020
    Posts
    1,419
    Character
    Alinne Seamont
    World
    Goblin
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Vinal211 View Post
    oh trust me it was said mostly in jest, but that setup does sound pretty fun actually! though i do have to ask if there were other support classes with it and they all had their own identities as well.
    In the one game that I'm thinking of that was unique to that class, and it was a melee support class, which we don't have in FFXIV - using a staff for a weapon.

    There were two other support classes, each with their own unique identities, one being was very close to a white mage, but imagine a white mage that had a skill tree , so if it wasn't in healing spec (as the only choice for FFXIV WHM), that class could also trade out for DPS skills at the cost of most of its healing skills- leaving it at about (when geared) at 75-80% of a DPS class.
    (0)

  10. #20
    Player
    Nobuyuki_Sanada's Avatar
    Join Date
    Jun 2017
    Posts
    103
    Character
    A'lamahni Naweh
    World
    Malboro
    Main Class
    White Mage Lv 90
    The thinking around the time before they changed it was that bole, spire and ewer were the useless ones and the other 3 contributed to damage so they were useful. Since the community already grouped them this way it made sense to keep them divided this way. All the old useless cards went to the casters and the damage cards went to the melee. This does jack for new players though. All kind of a moot point as the card system will likely be completely reworked again in 7.0
    (1)

Page 2 of 4 FirstFirst 1 2 3 4 LastLast