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  1. #1
    Player
    Absurdity's Avatar
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    Feb 2018
    Posts
    2,993
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by Connor View Post
    I feel like the ‘time aspect’ removal from Astrologian’s identity is another symptom of the devs desperate attempt to maintain absolute balance (which cannot be maintained without standardising literally everything lol). Extra 15s on a party member’s buff? Unbalanced.
    Extra 5 sec on all nearby party member buffs? Unbalanced.
    They were somewhat unbalanced to be fair. Celestial Opposition didn't just extend normal damage buffs by 10 seconds, it extended Lucid Dreaming, your potion, Lightspeed, HoTs, Shields, your Earthly Star and probably something else that I forgot about. It didn't just make Ast an rDPS powerhouse but allowed it to run almost no piety and pump out healing so powerful it made Whitemages cry in a corner.


    But as overpowered as it was, both Celestial Opposition and Time Dilation involved actual decision making, something severely lacking nowadays.
    (2)
    Last edited by Absurdity; 03-14-2023 at 06:55 PM.

  2. #2
    Player
    Deceptus's Avatar
    Join Date
    Sep 2013
    Location
    The Goblet - 16th Ward, Plot 55
    Posts
    4,418
    Character
    Deceptus Keelon
    World
    Behemoth
    Main Class
    Sage Lv 90
    Quote Originally Posted by Absurdity View Post
    They were somewhat unbalanced to be fair. Celestial Opposition didn't just extend normal damage buffs by 10 seconds, it extended Lucid Dreaming, your potion, Lightspeed, HoTs, Shields, your Earthly Star and probably something else that I forgot about. It didn't just make Ast an rDPS powerhouse but allowed it to run almost no piety and pump out healing so powerful it made Whitemages cry in a corner.


    But as overpowered as it was, both Celestial Opposition and Time Dilation involved actual decision making, something severely lacking nowadays.
    Sprint + Strider boots from Anemos + CO was really nice in cities.

    Quote Originally Posted by Sebazy View Post
    Meanwhile, Bole on the warrior for the last A12S adds allowed them to merrily drop stance and do pretty considerable extra damage with a little coordination.

    Niche for sure, but saying that Bole served no purpose at all isn't really fair. IMHO the haste card (Arrow?) was more annoying as you could genuinely throw some jobs out of alignment with it.

    It's good that the time extension stuff has actually got brought up though, those abilities were great and you could get huge value from them really giving AST an impressive level of depth that's far beyond anything healers have now.
    With the removal of TP haste would actually be a decent card to throw to a lot of jobs.
    (0)

  3. #3
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,340
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    You know, I didn't realize it till now, but Old Spear (the 'use stuff under the effect of Spear, get shorter CDs) would be REAL NICE now. If everything auto-aligns for 2min windows, having a card that reduces the CD on those raidbuffs (though it'd have to be tweaked to a flat value rather than a %) would be real interesting. 'Oh if we get one AOE Spear instead of a Balance, we actually gain a raidbuff window, which is more damage increase than the Balance would give us', stuff like that

    Quote Originally Posted by Absurdity View Post
    They were somewhat unbalanced to be fair. Celestial Opposition didn't just extend normal damage buffs by 10 seconds, it extended Lucid Dreaming, your potion, Lightspeed, HoTs, Shields, your Earthly Star and probably something else that I forgot about. It didn't just make Ast an rDPS powerhouse but allowed it to run almost no piety and pump out healing so powerful it made Whitemages cry in a corner.
    Some things to note from my memory, AST's MP economy was not great at the start (HW). It wasn't a case of 'you can extend Luminiferous Aether', it was more 'you HAVE to extend Luminiferous, or you're running out of MP'. Skills didn't work the same back then either, CO wasn't a regen (it extended), CU wasn't 'sticky', it only applied it's effect while you channeled it, Star didn't exist in HW, so most of the healing was still being done by GCDs, which meant MP costs. I assume the devs were expecting the AST player would use Ewer on themselves to maintain their MP pool, too. As such, the HPS of the AST seemed (at least to me) more tuned around the idea that you'd put up the HOTs, and extend them to make up for the fact you had less HPS than the WHM by default. Extending shields doesn't increase their strength, only how long they last, so that's not much use. Extending Star just means it either takes 10s more to auto-detonate (who cares), or take 10s more to grow to full size (actually a detriment). Potion extension was the weird one, that could have been fixed if SE had used one braincell to change it from 'extend AST buffs' to 'extend AST buffs applied by abilities and spells'. Extending Sprint was funny but also a meme (where were you going to need a 30s sprint in a raid, that a 20s sprint wasn't going to be enough for?)

    It was the additions in SB that turned AST into the 'imbalanced god' it became, which would be fine IF WHM wasn't a dumpsterfire with it's new lily system (the bad one). Don't blame the powerful class, blame the devs for making the trash one, trash. They reworked WAR in 4.2, they did a sweeping changelist to DRK in 4.3, there is NO REASON they could not have done SOMEthing to WHM throughout the patches, beyond 'oh yeh we changed PI so you get the stacks from AOE skills now instead of single target skills', great, you wanna address the fact that by the time you have enough stacks built for PI to do anything worth a damn, you've already fully healed the team? 'No, see you in 5.0, also don't forget to buy the new mogstation item'

    Quote Originally Posted by ASkellington View Post
    This argument holds 0 water when they changed the cards once. Got feed back before 5.0 went live. Told the AST community to try it and still haven't done a single thing to improve it. They COULD have made the Seals system a proper buffing system like was asked in Shb and which I used as an example in my post. They didn't for w/e reason.

    They already tried the "either you like it or don't" approach. Guess which is one of the least played healers in the game... and is also getting a Card rework after 2 expansions of the dev's failure to hammer it in... hmm.
    I think it's telling that, since it's release, AST has had:

    3.0: release
    4.0: received additions that built upon 3.0's baseline
    5.0: cards reworked, divination, seals
    6.0: divination reworked, seals reworked, astrodyne
    7.0: hell knows, but we know something is changing

    So, ever since the 5.0 bludgeoning the class got, they've had a 'rework' of sorts to the cards, the 'aoe damage buff' method, the extraneous system that enforces the player to actually play other cards than just 'whatever you get lmao', and we're in for another come 7.0. How can anyone look at this history, and say 'yeh the old cards were the biggest issue'? Anyone with any common sense should look at this litany of failures, and see the painfully obvious truth: The issues with AST gameplay started when they kneecapped the card system in 5.0. Ever since, they've been unable to find a 'satisfying' way to make the cards and buffing work, without it feeling hamfisted. Astrodyne has got to be the absolute worst example of this, it's laughably weak, to the point where you can almost ignore it entirely and still get a higher parse than someone else who's playing into it (cos crit variance), it applies three buffs with one effect each, instead of one buff that has several effects based on seal count (so you hit the buffcap), it doesn't fit the aesthetic and feels more like something that was originally designed for WHM (but they couldn't figure out where to tie it into the WHM kit)
    (2)
    Last edited by ForsakenRoe; 03-17-2023 at 12:51 PM.

  4. #4
    Player
    Absurdity's Avatar
    Join Date
    Feb 2018
    Posts
    2,993
    Character
    Tiana Vestoria
    World
    Odin
    Main Class
    Warrior Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    Some things to note from my memory, AST's MP economy was not great at the start (HW). It wasn't a case of 'you can extend Luminiferous Aether', it was more 'you HAVE to extend Luminiferous, or you're running out of MP'. Skills didn't work the same back then either, CO wasn't a regen (it extended), CU wasn't 'sticky', it only applied it's effect while you channeled it, Star didn't exist in HW, so most of the healing was still being done by GCDs, which meant MP costs. I assume the devs were expecting the AST player would use Ewer on themselves to maintain their MP pool, too. As such, the HPS of the AST seemed (at least to me) more tuned around the idea that you'd put up the HOTs, and extend them to make up for the fact you had less HPS than the WHM by default. Extending shields doesn't increase their strength, only how long they last, so that's not much use. Extending Star just means it either takes 10s more to auto-detonate (who cares), or take 10s more to grow to full size (actually a detriment). Potion extension was the weird one, that could have been fixed if SE had used one braincell to change it from 'extend AST buffs' to 'extend AST buffs applied by abilities and spells'. Extending Sprint was funny but also a meme (where were you going to need a 30s sprint in a raid, that a 20s sprint wasn't going to be enough for?)

    It was the additions in SB that turned AST into the 'imbalanced god' it became, which would be fine IF WHM wasn't a dumpsterfire with it's new lily system (the bad one). Don't blame the powerful class, blame the devs for making the trash one, trash. They reworked WAR in 4.2, they did a sweeping changelist to DRK in 4.3, there is NO REASON they could not have done SOMEthing to WHM throughout the patches, beyond 'oh yeh we changed PI so you get the stacks from AOE skills now instead of single target skills', great, you wanna address the fact that by the time you have enough stacks built for PI to do anything worth a damn, you've already fully healed the team? 'No, see you in 5.0, also don't forget to buy the new mogstation item'
    I guess I should've mentioned that I was talking about the final state of Celestial Opposition and Time Dilation before they removed their effects completely, which would've been at the end of Stormblood.
    Extending Star may seem useless at first glance but allowing you to extend the explosion timer by 10 seconds meant you could place it earlier than usual and shave an extra 10 seconds off of the cooldown for your next use.
    (0)
    Last edited by Absurdity; 03-17-2023 at 07:50 PM.

  5. #5
    Player
    Sebazy's Avatar
    Join Date
    Aug 2013
    Location
    Gridania
    Posts
    3,468
    Character
    Sebazy Spiritwalker
    World
    Ragnarok
    Main Class
    White Mage Lv 90
    Quote Originally Posted by Absurdity View Post
    I guess I should've mentioned that I was talking about the final state of Celestial Opposition and Time Dilation before they removed their effects completely, which would've been at the end of Stormblood.
    Extending Star may seem useless at first glance but allowing you to extend the explosion timer by 10 seconds meant you could place it earlier than usual and shave an extra 10 seconds off of the cooldown for your next use.
    Also useful to potentially gain an extra star by placing one sooner during downtime++

    CO/Dilation were incredible abilities, but also pretty hard work for SE to balance. I've said for years that SE's job design team is woefully understaffed and it still shows to this day in the choices they make.
    (3)
    ~ WHM / badSCH / Snob ~ http://eu.finalfantasyxiv.com/lodestone/character/871132/ ~