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  1. #1
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    Samantha Redgrayve
    World
    Zodiark
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    Sage Lv 100
    Quote Originally Posted by ty_taurus View Post
    I don't recall when the buffed 20% balance was brought back down to 10%--if that was during Stormblood or the end of Heavensward.
    It was SB launch

    I think they might have just typo'd the acronym and meant SHB the first time too. Not much changed for SB AST, other than getting the gauge as a visual representation for the cards. Maybe Sleeve Draw screwed them and put a Spire in their Spread one too many times?
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  2. #2
    Player
    ty_taurus's Avatar
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    Sep 2013
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    Limsa Lominsa
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    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by ForsakenRoe View Post
    It was SB launch

    I think they might have just typo'd the acronym and meant SHB the first time too. Not much changed for SB AST, other than getting the gauge as a visual representation for the cards. Maybe Sleeve Draw screwed them and put a Spire in their Spread one too many times?
    I guess I wasn't thinking about the new card actions actually. Sleeve Draw putting Spire into your Spread also is what led to the creation of Unspread, and Minor Arcana was also a thing that was iffy. It was a cool concept but the fact that you couldn't plan for a Lady of Crowns made it inconsistent, and moreso than now because holding onto your Minor Arcana would eat into the recast timer of that actions since the cooldown didn't start until the card was played. Back then, the simple solution in my mind was just always having the Lord and Lady alternate. You draw the Lord, then you draw the Lady next, then the Lord again, and so on. That would be a really smooth way to address the Lady's inconsistency now especially since the cooldown is not blocked by holding onto your card. You'd be able to plan around using the Lady as she comes up because you know when to anticipate her.
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  3. #3
    Player
    Tigore's Avatar
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    Jun 2017
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    Tigore Collson
    World
    Ultros
    Main Class
    White Mage Lv 100
    The Spire card may need some thought for it still. So far, it is reduced spell casting time with no skill speed haste effect on the GCD. NINs and MCHs will probably not want it though with the Overheat and Mudra systems already getting them very close to GCD clips with oGCDs. MP Regen used to be a strong choice for myself with the previous Ewer card, but that one would only benefit half the classes too. I noticed a few AST players said they would like to have the class more Regen focused. I wonder if we could bring back Time Dilation and have it function like the Brewmaster Monk's Stagger mechanic. Only about 50 - 90% of the damage is taken upfront with the rest being a DoT over 6 - 10 seconds on the target.

    The Aerith-like WHM idea could almost be called the Black Mage healer too, lol. Arcane Ward is pretty much Ley Lines, except it makes the spells generate Sun Lilies while standing in it. Spending Sun Lilies is comparable to a BLM spending their mana on Fire 4 to start getting into the meat of their DPS or healing spells. I see the other Lily to Blood Lily system is there and I guess it is a secondary resource kind of like how Xenoglossy and Foul are to a BLM. It is looking like some Sun Lily combos do not generate Lilies and go to the Blood Lily directly with the DPS options giving base lilies. Planet's Protection looks like a replacement to Asylum using Sun Lilies. Was it intended to use that first, then get the Lustrous Shield in it for intense healing situations? As for the DPS options, Soul Drain and Holy 3 will definitely get a lot of use.
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  4. #4
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Tigore View Post
    The Spire card may need some thought for it still.
    IIRC in another thread I suggested these or similar, going to also add tiny extras while I can (adjust values as needed for balancing):

    Balance: Flat damage boost of X%
    Bole: X% mitigation. If struck, deals damage to the attacking enemy with a potency of Y (idk what number would feel good here)
    Arrow: Increases Autoattack speed by X% (only want to use this on melee/ranged ideally, but there could be interesting moments where a PLD can make use of the extra gauge it'd give (lmao))
    Spear: Crit rate increase by X%
    Spire: X% increased magic damage (want to use this on casters)
    Ewer: MP restoration. If used on a healer, causes the target's spells to echo a second hit for X potency (or X% of the initial hit, whichever), which can't crit or dhit. (best used on healers, but can be thrown on casters in a pinch. casters would only get the MP)

    Basically, bringing back the flavor of the cards, making more distinction of who to play each on, and actually balancing the values so the 'balance or bust' meme stays dead. Part of the problem with Balance that people gloss over now is that it's not just Balance that was the issue, it was specifically AOE Balance. By keeping Royal Road dead and buried, and the cards single target, we can open up room for more varied design. When you're comparing '5% more damage for 30s on everyone' to '10% reduced damage on everyone' of course there's a clear winner. But if they're single target, and you draw, say, Arrow? Is it worth rerolling that card and it's autoattack boost effect, when the result is going to be another singletarget buff with a similar overall RDPS boost? Also, Balance and Spear are role agnostic in this, because I want there to be an 'out' of sorts for if you draw, say, Spire, play it on your BLM, then draw another Spire before the first one falls off. Redraw there would not give you a seal you already have, so it'd be one of physical (arrow)/tank(bole)/healer(ewer)/any(balance).

    Changing some stuff around to make it fit the way the game works now better as well. For example, old Arrow reduced GCD. This would cause drift, and with how important the 2min window is now, misaligning because your GCD changed would be poorly received even if the intentions were good natured. As such, to keep the 'feel' of the card intact, I change it to increased Autoattack speed, something we know is possible due to MNK having a CD that does it. Bole gaining a reflective component adds a damage output to the card that makes it desireable instead of 'this could have been more damage but it isn't so it's trash'. Spire is magic damage because uhh... there's a thunderbolt on the card and that seems kinda magic-y

    edit:

    Quote Originally Posted by Tigore View Post
    I wonder if we could bring back Time Dilation and have it function like the Brewmaster Monk's Stagger mechanic. Only about 50 - 90% of the damage is taken upfront with the rest being a DoT over 6 - 10 seconds on the target.
    cough
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    Last edited by ForsakenRoe; 05-19-2023 at 09:12 AM.

  5. #5
    Player
    Tigore's Avatar
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    Tigore Collson
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    Ultros
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    White Mage Lv 100
    These card buffs look good as long as we keep to single target versions of the buffs. The moment we get the AoE Royal Road, we might be back to the Balance problem with maybe the Spear for Crit chance. As much as I try to think how Royal Road could make a return ...

    I also didn't realize you started the Warcraft Brew Monk Tank Stagger mech already. I usually just check the New Posts link >.> Time Dilation could be the name for your "Retrograde". Another thing those Warcraft Monk Tanks do is used Purifying Brew to reduce the compiled delay DoT. I could imagine cooldowns like Essential Dignity and Celestial Opposition possibly fitting that role while your new Diurnal Sect is up. Earthly Star and Celestial Intersection could do instead of Celestial Opposition and Essential Dignity too. The lore could be something involving scrambling time enough to the point we cause some portion of an action to not happen or move to a different spot from us.

    We just need to decide what is a good amount to purify if we agree to it. We know it likely can't be 100% of the compiled DoT since I was able to do really OP shenanigans removing it all in Warcraft. I was able to survive that Triceratops Boss' Impale debuff all the way to 18 stacks in LFR easy difficulty as long as I used Purifying Brew right when I got hit. It wasn't like I was trying to flex. My co-tank Panda Monk kept dropping like a fly at 2 stacks with no Shuffle for the Stagger mech. The raid was quite convinced it wasn't the class' fault he dropped since I was still standing. I had to eventually teach him the way since one of the last bosses for a Council fight would ice cube stun me if I held that boss too long. My co-tank had to take aggro for me to prevent the Monk kryptonite of being stunned.

    Some of this could be a relevant weakness for this proposed AST idea. Being stunned or forced to move can impair their ability to delay the damage and counter with a HoT. Unless it is prepped up before the forced control loss.
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    Last edited by Tigore; 05-19-2023 at 10:47 AM. Reason: Some grammar editting and addition to a sentence.

  6. #6
    Player
    ForsakenRoe's Avatar
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    Samantha Redgrayve
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    Zodiark
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    Sage Lv 100
    Quote Originally Posted by Tigore View Post
    I also didn't realize you started the Warcraft Brew Monk Tank Stagger mech already. I usually just check the New Posts link >.> Time Dilation could be the name for your "Retrograde". Another thing those Warcraft Monk Tanks do is used Purifying Brew to reduce the compiled delay DoT. I could imagine cooldowns like Essential Dignity and Celestial Opposition possibly fitting that role while your new Diurnal Sect is up.
    Was rereading this and forgot to mention, maybe it's not in the post I linked: Let's say you take a hit and you now have 50k DOT built up. You take 5k per second over 10 seconds. You get 4 seconds into this DOT (so there are 6 sec left, totalling 30k, and you are missing 20k HP). If you then heal yourself for 30k, the extra 10k would be applied to the staggered/Retrograde/TimeDilation DOT. So it'd drop to 20k over 6 sec (the duration of the stagger effect only resets to 10s if more damage is added to the debuff, not subtracted). Thus, overheal is less 'wasteful' on this healer idea, because of our HOTs. If you have, EG a DOT in current game that ticks on you for 8k, and HOTs that tick for a total of 10k, if you're at full HP, 2k is getting wasted per tick. With this, that 2k instead burns off part of the DOT, leading to the next 'difference between DOT and HOT' to be even bigger, and so on until the DOT is cleared or the HOTs fall off
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