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  1. #101
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
    Posts
    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Shurrikhan View Post
    Right. The difference is just what the resting %resource is. MP enters combat full. All other gauges enter at 0. (As you mention just a bit later.) Spender-rebuilder vs. Builder-spender.

    The problem with migrating those systems to MP is that it's the equivalent of replacing Sentinel, Nebula, Shadowskin, and Vengeance with Fortificatis Genericis or whatever named Role Action. It takes things that previously at least had a separate skin for that tiny bit of distinct flavor and merges them into one for no other reason that that one can.

    Else, the moment you actually do something with MP to give some reason for moving those melee onto an MP system instead but leave it as just a gauge-equivalent (no varied max MP)... now you have the balancing concern of varied potency-value per %MP. Do you Mana-shift the SAM? The NIN? On one hand, that's kinda cool. On the other... there's very likely to be just one, not particularly even situational answer, because those gauges were never meant to cross over.

    /just food for thought
    Don't worry, I'm not advocating to change it for the sake of changing it, those job gauges in particular I think it's better to start at 0 and work up, I'm mostly just experimenting with the idea. It's a personal gripe of mine that I don't really like having pointless gauges/resources that are just... there, only to then have my UI concoct something that does the same thing or similar. Why have something like Beast Gauge when MP can do the same job? In return we could have another gauge to track whatever mechanics we have alongside our MP (probably not with Square, but you can get what I mean).

    Another thing is that just because we have jobs that share a homogenous resource, doesn't necessarily mean they end up using that resource the same way, or generate it the same way, there are ways you can have different gameplay flavour between the jobs. Some can build MP quickly and spend it quickly, or build slow and spend slow, or build slow and spend quickly, or build quickly and spend slowly, you'd be surprised how a small thing like that can make a job feel. Some will want to hold on to their MP for a buff they have coming up, or because they may need TBN, some may want to hold for emergency situations like rezes, some will slowly drain away their MP to empower their attacks and it has to be actively kept up (old Darkside), it all comes back to the context of the rest of their kits in the end.

    There's also the benefit of a homogenous resource like MP being very easy to recognize in the party list, and so your party can immediately understand what resources you have available to you, so they could throw that Mana Shift to you if you're low, or give a Balance card if you're nearly full, or Ewer if you're low. It's immediately recognizable as a resource across the game that every job needs. This can be (mostly) fixed by adding the job resources to the party list, but I feel like MP can be a better fit if we were to bring back Refresh or Mana Shift, couple that with Piety as all classes and you have more ways to go about bringing some build variety. Ironically, I feel like that would give more variety in how people can play the jobs.

    I would of course prefer to find other ways to incorporate MP mechanics into jobs than just changing the 0-100 gauges, I'd rather keep Ninki on NIN as-is and have the mudras cost MP if I was to have NIN use MP.
    (0)
    Last edited by TheDustyOne; 06-15-2023 at 03:09 PM.

  2. #102
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    12,853
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    So, this is just an aside again, but...

    One thing I'd like to see MP used for is in a context where...
    • nearly every primary stat is worthwhile for nearly every job (at least up to a point),

    • max MP is variable (your effects/actions, not just stats, may increase your max MP),

    • many skills may consume up to a certain % of current MP, for scaled effect (thereby increasing their maximum effect as your max MP increases),

    • :: as such, rather than MP being purely a starvation mechanic, the lower your %MP, the lower your potency, but the lower your MP costs and sustainability, since your regen rates would remain at max regardless),

    • Weakness/Brink of Death are replaced with a simple decrease of max MP (in turn decreasing regen and the effect of MP buffs, etc.), atop your current %MP being reduced to almost nothing (which then has an impact on your effectiveness)...

    • ...maaaayybbee the base GCD would be considerably lower, but with the combination of MP efficiency [slow down a bit] and combos [but not too much / not too slow] essentially keeping you to a variable average GCD-length rotations for sustain (I feel like I'll probably put that on Stamina [SP], though, in place of TP -- shorter-term and consumable on physical utility functions like Sprint for variable expenditure/drain rates based on frequency of use, or likewise having its maximum reducible by overuse, restoring to normal over time),

    • and maybe HP would have sort of a mirror of the above, with max HP likewise being reduced (perhaps slowly/inefficiently restorable via overhealing) from overexpenditure / high damage taken / being reduced to very low health -- as to make mitigation/dodging feel more rewarding without hugely increasing the number of one-shots...

    • (But somehow without the problems of high-max-MP people simply Manashifting their MP to low MP people, maybe because magical potency would be separate from physical, which would in turn be more affected by short-term things like Stagger. Still working on that, though it doesn't seem like it should be too big an issue.)

    That said, that feels like it'd want some further context, and I'd really need to finish that mock-up for this to make much sense. It's involved with the customization system (diverse jobs and being able to mix-and-match) mentioned before, though.
    (0)

  3. #103
    Player
    TheDustyOne's Avatar
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    Nov 2021
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    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    I'm curious about how Astros here would feel if Draw became a trait. We always have a card drawn, and the cooldown was moved to Play instead. It frees up a button, reduces the amount of weaving needed (especially double weaves in openers), and still keeps similar functionality. I know it would screw with the current opener and Astrodyne, but I'm curious what people think about the idea.
    (4)

  4. #104
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,607
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by TheDustyOne View Post
    I'm curious about how Astros here would feel if Draw became a trait. We always have a card drawn, and the cooldown was moved to Play instead. It frees up a button, reduces the amount of weaving needed (especially double weaves in openers), and still keeps similar functionality. I know it would screw with the current opener and Astrodyne, but I'm curious what people think about the idea.
    I literally mentioned the exact same thing in another thread actually as something I was thinking of too, but also that your gauge would also show you the next 2 cards you’ll after after your current one. Or that Draw is a GCD action that adds “card play” stacks which are a resource needed to play all cards. Play is still OGCD but you need card play stacks in order to use them.
    (3)

  5. #105
    Player
    TheDustyOne's Avatar
    Join Date
    Nov 2021
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    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Alright, here's what I've got for Astro for my Yet Another Astrologian Rework™, I'm very much open to changes here, especially in regards to card effects and to the use of the old Sects (which are now swappable mid-combat).

    The aim of this rework was to put more emphasis on the time-based elements of Astrologian, bring back unique buffs and effects on cards, and make the main healing spells more desirable and fun to use.

    This healer rework will be the lightest on the amount of new attacks, with only 2 new GCD spells and one new oGCD to interact with them. The new mechanics are Favor stacks proced by Malefic, which allow the use of Fall Malefic, Doomsday from the new Comet spell, a delayed effect which causes a comet to fall on the target after 19s, and Temporal Tragedia, which detonates and speeds up Combust and Comet. Hopefully this won't be too hectic and I'm fine with removing Fall Malefic to keep the damage kit simple. Cards do enough to make Astros lack of damage exciting regardless.

    Anyway, let's start with the damage spells

    Damage spells:
    Malefic IV
    Spell -- 1.5s Cast Time -- 300 MP

    Deals unaspected damage with a potency of 200
    50% chance to gain 1 stack of Favor, up to a maximum of 4

    A proc mechanic feels fitting for a job themed around fortune and luck

    Fall Malefic II
    Spell -- 0s Cast Time -- 1 Favor

    Deals unaspected damage with a potency of 260

    Combust
    Spell -- 0s Cast Time -- 300 MP

    Deals unaspected damage over time with a potency of 70, 15s

    Gravity
    Spell -- 1.5s Cast Time -- 300 MP

    Deals unaspected damage to target and all enemies nearby it with a potency of 130

    The Favor stacks won't be used in AoE, subject to change if people want that

    Comet
    Spell -- 1.5s Cast Time -- 400 MP

    Mark your target with Doomsday, once the effect of Doomsday expires, a comet will fall on the target, 19s, only one Doomsday effect can be active at a time
    If the target dies before the effect expires, the comet will fall where the target was
    Deals unaspected damage to the target and all enemies nearby it with a potency of 350 for the first enemy, and 30% less for all remaining enemies

    Thank you ForsakenRoe for this idea. 19s was chosen so as to not have high sps accidently overwrite and restart Doomsday on the 8th GCD after the previous Comet cast.


    Healing spells:
    Benefic
    Spell -- 1.5s Cast Time -- 800 MP

    Restores target's HP with a potency of 600
    Grants Double Cast Ready if the target is in combat

    Exalted Benefic
    Spell -- 0s Cast Time -- 800 MP

    Restores target's HP with a potency of 900 after effect expiration, 8s
    Grants Double Cast Ready upon expiration if the target is in combat

    Exaltation has been replaced with spells of similar effect, I like the idea of Astro being a delay healer that can reward good play with MP cheap and effective heals

    Diurnal Benefic
    Spell -- 0s Cast Time -- 700 MP

    Restores target's HP with a potency of 250
    Restores target's HP over time with a potency of 250, 15s
    Grants Double Cast Ready if the target is in combat
    *Can only be used under the effect of Diurnal Sect*
    *Changes to Nocturnal Benefic under the effect of Nocturnal Sect*

    Nocturnal Benefic
    Spell -- 0s Cast Time -- 1200 MP

    Restores target's HP with a potency of 250
    Grants a magicked barrier that nullifies damage equaling 220% of the amount of HP restored
    Grants Double Cast Ready upon barrier being completely absorbed
    *Can only be used under the effect of Nocturnal Sect*
    *Cannot be placed on the hotbar*

    Yes, I am bringing back the Sects. Changing Sect will also be allowed mid-combat and it's up to the player to make good use of both shields and regens. I'm open for removing this if it feels too OP.

    Helios
    Spell -- 1.5s Cast Time -- 1000 MP

    Restores HP of self and nearby party members with a potency of 500
    Grants Double Cast Ready if you're in combat

    Exalted Helios
    Spell -- 0s Cast Time -- 1000 MP

    Restores HP of self and nearby party members with a potency of 600 after effect expiration, 8s
    Grants Double Cast Ready upon expiration if you're in combat

    Diurnal Helios
    Spell -- 1.5s Cast Time -- 1200 MP

    Restores HP of self and nearby party members with a potency of 150
    Restores HP of self and nearby party members over time with a potency of 150, 15s
    Grants Double Cast Ready if the target is in combat
    *Can only be used under the effect of Diurnal Sect*
    *Changes to Nocturnal Helios under the effect of Nocturnal Sect*

    Nocturnal Helios
    Spell -- 1.5s Cast Time -- 1500 MP

    Restores HP of self and nearby party members with a potency of 150
    Grants a magicked barrier that nullifies damage equaling 300% of the amount of HP restored
    Grants Double Cast Ready upon barrier granted to self being completely absorbed
    *Can only be used under the effect of Nocturnal Sect*
    *Cannot be placed on the hotbar*

    Censured Detriment
    Spell -- 0s Cast Time -- 800 MP

    Remove a single detrimental effect from the target. If the target is not enfeebled, a barrier is created nullifying the target's next detrimental effect
    Grants Double Cast Ready upon successful removal

    Exalted Detriment is back, but name-changed as Exalted is used for the new delayed heals. Astro differs from WHM cleansing in that it can be pre-emptive with it, up for changes if it's too OP.

    Censured Malady
    Spell -- 1.5s Cast Time -- 1100 MP

    Removes a single detrimental effect from self and all nearby party members. If the targets are not enfeebled, a barrier is created nullifying the next detrimental effect
    Grants Double Cast Ready upon successful removal


    Cards:
    Draw
    Trait -- 1s

    Draw a random Arcanum card, only one card can be drawn at a time

    Draw is now a trait and will automatically draw a card whenever your arcanum is empty.

    Balance
    Increases damage dealt by a party member or self by 10%, 15s
    Grants Solar Astrosign

    Spear
    Increases critical rate by a party member or self by 15%, 15s
    Grants Solar Astrosign

    Bole
    Reduces damage received on a party member or self by 10%, 15s
    Grants Celestial Astrosign

    Arrow
    Increases movement speed of a party member or self, 10s
    Grants Celestial Astrosign

    Open to changes on Arrows effect, single target Expedient feels like a good choice for arrow instead of GCD recast destroying rotations.

    Ewer
    Creates a barrier around target that absorbs damage equivalent to a heal of 500 potency, 20s
    Grants Lunar Astrosign

    Spire
    Restores target's HP over time with a potency of 150, 15s
    Grants Lunar Astrosign

    Open to changes on Ewer and Spire effects, basic heals are boring.

    Play
    Ability -- 30s Recast -- 2 Charges

    Triggers the effect of the drawn arcanum and grants its astrosign
    *Shares a recast timer with Minor Arcana

    Play now has the cooldown of Draw to regulate its usage, hopefully this will cut down on weaving.

    Redraw
    Ability -- 60s -- 2 Charges

    Draws a different arcanum from your deck, will prioritize an arcanum with an unobtained astrosign

    This should cut down on a lot of the randomness with cards. There may be some pushback to this since I know some like the randomness of cards.

    Divination
    Ability -- 120s Recast

    Trigger effects based on currently obtained astrosigns
    Can only be executed after obtaining an astrosign
    Solar sign: Gradually restores own MP with a potency of 60
    Lunar sign: Increases critical rate of self and all nearby party members by 10%
    Celestial sign: Increases damage dealt by self and all nearby party members by 5%

    The change to the astrosigns offering different effects based on current signs was to promote using a variety of cards, including using cards like Bole, Spire, Arrow, and Ewer for an overall damage gain as their signs grant the damage increases. Balance and Spear are still desired. Unlike now, you can only have 1 stack of a sign.

    Minor Arcana
    Ability -- 30s Recast -- 2 Charges

    Becomes Lady while Balance, Arrow, or Spear arcanum is drawn
    Becomes Lord while Bole, Spire, or Ewer arcanum is drawn
    *Shares a recast timer with Play*

    Will act as a card dump again. Don't need the healing effects or signs from Ewer and Spire? Lord will damage. Everyone dropping like flies? Well that Balance won't do much good there, but Lady may help.

    Lady
    Restores HP of self and all nearby party members with a potency of 600

    Lord
    Deals unaspected damage to target and all enemies nearby it with a potency of 400 for the first enemy and 50% less for all remaining enemies


    Abilities:
    Diurnal Sect
    Ability -- 2s Recast

    Regen stance, can use Diurnal Benefic and Diurnal Helios

    Nocturnal Sect
    Ability -- 2s Recast

    Barrier stance, can use Nocturnal Benefic and Nocturnal Helios

    If people feel that swapping between shield and regen might be too op for AST, I'm fine with removing it and returning Neutral Sect

    Temporal Fortuna
    Ability -- 60s Recast

    Dispels Regen effects casted by you, restoring HP equal to the amount of healing over time remaining
    Dispels Exalted effects casted by you, triggering their healing effects immediately

    Temporal Tragedia
    Ability -- 60s Recast

    Dispels Combust effects casted by you, dealing damage equal to the amount of damage over time remaining
    Dispels Doomsday effect casted by you, triggering the comet immediately

    Horoscope
    Ability -- 90s Recast

    Remember the current barrier, exalted, and regen durations and values. Executing the action a second time will apply effects at the remembered values
    Remembered Diurnal Benefic and Diurnal Helios becomes Diurnal Ascendance and Diurnal Horoscopy respectively
    Remembered Nocturnal Benefic and Nocturnal Helios becomes Nocturnal Ascendance and Nocturnal Horoscopy respectively
    Remembered Exalted Benefic and Exalted Helios becomes Exalted Ascendance and Exalted Horoscopy respectively

    These new effects will replace the original effects, make sure to wait until after they have expired before pressing Horoscope again for full value. Using the ability before the shields break or exalted heals expire will trigger Double Cast, the new effects will not trigger Double Cast.

    Double Cast
    Ability -- 15s Recast -- 2 Charges -- Double Cast Ready

    Repeat the previously casted spell with no cast time if you meet the cast requirements

    Yes this CAN be used to increase healing in a pinch with Benefic and Helios, and would even re-enable Double Cast Ready as that's one of their effects, doing so can of course be a potential DPS loss if both stacks are used this way, make sure to plan this carefully.

    The double-casted spell counts as an ability. So while Double Cast Ready can be reproced immediately via double-casted Benefic and Helios, a new spell has to be cast before Double Cast itself can be used again.


    Lightspeed
    Ability -- 60s Recast -- 2 Charges

    Grants 3 stacks of Lightspeed, reducing the cast time of spells by 2.5s

    Lightspeed is on a shorter cooldown with a second charge, but only has up to 3 casts. This should hopefully make it more readily available when it's needed for movement and intense weaving situations.

    Essential Dignity
    Ability -- 40s Recast -- 2 Charges

    Restores target's HP with a potency of 400, potency increases up to 900 as the target's HP decreases, reaching maximum value when the target has 30% HP or less

    Earthly Star
    Ability -- 60s Recast

    Deploy an Earthly Star in the designated area and grants the effect of Earthly Dominance, 10s, changes to Stellar Detonation upon execution
    Executing Stellar Detonation deals unaspected damage with a potency of 200 to all nearby enemies. Also restores own HP and HP of all nearby party members with a potency of 350
    Earthly Dominance changes to Giant Dominance upon expiration, 10s
    Executing Stellar Detonation or effect expiration will deal unaspected damage with a potency of 300 to all nearby enemies. Also restores own HP and HP of all nearby party members with a potency of 500

    Collective Unconscious
    Ability -- 60s Recast

    Creates a celestial ring around the caster, 18s, effect is canceled upon moving or executing another action
    Reduces damage taken by 10%, 5s
    Restores HP with a potency of 100 to self and all party members within the ring, 15s
    Effects are reapplied continuously to self and all party members standing within the celestial ring

    Macrocosmos
    Ability -- 180s Recast

    For the effect's duration, 50% of the damage taken is compiled, changes to Microcosmos upon execution
    Restores HP equal to a cure of 200 potency plus compiled damage when effect expires or upon execution of Microcosmos

    Macrocosmos is no longer a spell, and in turn the damage has been removed. Should still be just as stupidly powerful.

    Healing oGCDs that have remained are largely untouched outside potency tweaks.


    Removed Actions:
    Benefic II - AST gameplay and burst heals revolve more around delayed heals, Benefic I is still kept for those moments where a heal is vital
    Synastry - A skill I would've liked to keep, but button count was too high
    Neutral Sect - Swapping between Nocturnal/Diurnal is now possible in battle, and AST already has stupid high healing, this won't be needed unless I remove Nocturnal
    Exaltation - oGCD to cull
    Celestial Opposition - Another oGCD to cull
    Celestial Intersection - I can't believe it's not another oGCD to cull
    Astrodyne - Good riddance, Divination now has varied effects based on signs
    Draw - Now a trait
    Undraw Why this has survived for so long, I'll never know


    Maybe if I'm bored enough I'll make yet another Dusty MSPaint Flowchart™.
    (4)
    Last edited by TheDustyOne; 06-27-2023 at 09:35 AM. Reason: Minor tweaks to kit

  6. #106
    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 TheDustyOne View Post
    Alright, here's what I've got for Astro for my Yet Another Astrologian Rework™, I'm very much open to changes here, especially in regards to card effects and to the use of the old Sects (which are now swappable mid-combat).
    I am very much enjoying the looks of this one, as expected. The only two things that come to mind atm (about to raid) are these:

    Card effects: Since everyone's always harping on about damage > all, I feel like people are still going to complain about all the non-Balance/Spear cards. Yes, the use of the 'utility cards' is required for Divination, but it's akin to having to use two non-damaging GCDs on a DPS in order to unlock their 2min raidbuff. It would just feel odd most likely. Hence, I'd suggest something like (yes I'm self-shilling):

    Quote Originally Posted by ForsakenRoe View Post
    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
    I'll let you work out the value for X to balance things

    The other thing was Tempora Fortuna, I assume OGCD heals are also affected by it (eg, making the regen instantly resolve from Collective Unconscious). It has a 60s CD so you'd be able to do this idea every time (unless changed), but I was thinking last night: Wouldn't it be cool if it affected Star, presumably with a longer CD, so it's your instant 'i need healing now' emergency button. You'd 'want' to use HOTs where possible, but if you need to, instantly 'fast forwarding' a Star would be cool I think. Maybe shifting Fortuna up to 2min would make it work better, idk

    edit: while also on the subject of AST, I also had an idea for a different 'complexity' addition, not so much focused on the cards but on the filler GCDs. Basically:

    Nocturnal Sect: returned
    Quicken: New GCD, deals damage (like 25p less than comparable Malefic), accelerates the effect of Combust by 3 seconds, can only be used in Diurnal
    Slow: New GCD, deals damage (like 25p less than comparable Malefic), extends the effect of Combust by 3 seconds, can only be used in Nocturnal

    so you'd have to alternate sects not just for shield/regen purposes, but as part of your damage rotation, and because the DOT naturally ticks as it's effect goes, the amount of times you'd 'extend' the DOT is more than the 'accelerate', so it wouldn't just be 'ok extend 5 times then accel 5 times'
    (0)
    Last edited by ForsakenRoe; 06-19-2023 at 03:46 AM.

  7. #107
    Player
    Post's Avatar
    Join Date
    Oct 2015
    Posts
    481
    Character
    Larc Grumbles
    World
    Excalibur
    Main Class
    Blue Mage Lv 80
    I like a lot of what I've seen, particularly the Divination promoting use of non-damaging cards. I don't really agree that cards should all have some component of damage baked in, and even though it's harder to make utility cards always feel like you'll get a good use out of them in a fight, that variety is interesting. I think as long as the cards do things that AST can't do on its own and other jobs mostly can't do, they'll feel fun and unique. Maybe Spire and Ewer could be Thrill of Battle + Mantra type effect and an MP bar version of it respectively or something. Arrow could last longer. Expedience was nerfed because it was party wide and could be applied relatively thoughtlessly whenever a fight dictated; Arrow won't have quite the same luxury given its randomness and ~30-60 sec window; the single target nature of it already making it challenging to use on the right player for the average AST.

    I don't see why Celestial Opposition can't just exist as is and have the same effect as your Temporal Fortuna and Tragedia rolled into one. It's even already a 60 second cooldown. Take or leave its current HoT effect; if it compiles your regens then it works as an on-demand heal anyways, and Assize is already an ability that you can't always use optimally for healing and damage simultaneously so there's precedent. Benefit of this is it's already pretty complex to keep track of everything and this is just fewer buttons that do similar things to think about, especially when Tragedia would be pretty rigid with when you're supposed to use it. Rigidity in damage cooldowns is something that I think should be avoided for healers where possible; AST has enough of this in its kit with cards already. Unless you wanted to do something like, Fortuna extends all buffs (and debuffs) while Tragedia shortens all buffs and debuffs.

    Likewise, in the current state of AST, Lightspeed has been turned into a button you use during dps weave crunch time, but that was not its original use. It was meant as a movement tool and an answer to the expansion that saw Asylum, Assize and Indomitability introduced while AST dropped with 0 oGCD aoe healing. I'm saying the extra charge to Lightspeed would help move it back to that freedom, obviously, but really I don't think it would be overpowered at all to just let each charge last the 15 seconds as they currently do, so players can choose to use it for movement and not simply 'to weave oGCDs" which, in my mind and experience, is the most mundane reason for a skill to exist. Even with no card drawing there's still going to be a ton of Doublecast weaving with this imagining. Like, I get why you made Macrocosmos into an ability given that it can't perfectly replicate a Fall Malefic or Comet cast, but as a spell currently it's actually kind of a blessing cuz of all the damn weaving AST has to do. Granting Lightspeed more freedom would help it fit as an ability, taking up another doublecast, essential dignity or what-have-you cast.
    (0)

  8. #108
    Player
    TheDustyOne's Avatar
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    Nov 2021
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    649
    Character
    Dusty Two
    World
    Behemoth
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by ForsakenRoe View Post
    I am very much enjoying the looks of this one, as expected. The only two things that come to mind atm (about to raid) are these:

    Card effects: Since everyone's always harping on about damage > all, I feel like people are still going to complain about all the non-Balance/Spear cards. Yes, the use of the 'utility cards' is required for Divination, but it's akin to having to use two non-damaging GCDs on a DPS in order to unlock their 2min raidbuff. It would just feel odd most likely. Hence, I'd suggest something like (yes I'm self-shilling):
    I was thinking of using your buffs early on, since they're creative and sound fun to use. The reason I ended up sticking with non-damage ones being optimal was mostly because I wanted to keep the effects super simple to understand, and Divination is ultimately what ends up making someone not feel guilty for actually using non-damage cards. Having Bole also give damage after being attacked can definitely be fun, but might be a bit overkill.

    Quote Originally Posted by ForsakenRoe View Post
    The other thing was Tempora Fortuna, I assume OGCD heals are also affected by it (eg, making the regen instantly resolve from Collective Unconscious). It has a 60s CD so you'd be able to do this idea every time (unless changed), but I was thinking last night: Wouldn't it be cool if it affected Star, presumably with a longer CD, so it's your instant 'i need healing now' emergency button. You'd 'want' to use HOTs where possible, but if you need to, instantly 'fast forwarding' a Star would be cool I think. Maybe shifting Fortuna up to 2min would make it work better, idk
    Just the GCD heals, Exalted and Diurnal Helios together are about 1500 potency, and the Benefics 2400 potency (assuming fresh regens), even without Star and CU it probably needs nerfing to 2 minutes. New Horoscope also lets you double-dip those same heals, so after a good 15-18s you could have healed 3000 potency on the party, which is pretty insane, even if it costs 2 big cooldowns. Those heal-to-full mechanics won't know what him 'em.

    Quote Originally Posted by ForsakenRoe View Post
    while also on the subject of AST, I also had an idea for a different 'complexity' addition, not so much focused on the cards but on the filler GCDs. Basically:

    Nocturnal Sect: returned
    Quicken: New GCD, deals damage (like 25p less than comparable Malefic), accelerates the effect of Combust by 3 seconds, can only be used in Diurnal
    Slow: New GCD, deals damage (like 25p less than comparable Malefic), extends the effect of Combust by 3 seconds, can only be used in Nocturnal

    so you'd have to alternate sects not just for shield/regen purposes, but as part of your damage rotation, and because the DOT naturally ticks as it's effect goes, the amount of times you'd 'extend' the DOT is more than the 'accelerate', so it wouldn't just be 'ok extend 5 times then accel 5 times'
    That could be fun messing around with the duration of Combust, especially with Temporal Tragedia making it even stronger, certainly a little more interesting, makes even 111 spam feel more meaningful (I'd probably have the Sects alter Malefic itself to do that) and makes the Sects a bit more interactive in the kit. It'd probably have to be more like adding 6 or 9 seconds for each cast instead of 3, since by the time the next GCD rolls around you'd only gain .5 seconds.

    Quote Originally Posted by Post View Post
    I like a lot of what I've seen, particularly the Divination promoting use of non-damaging cards...
    I quite like your idea of Spire being an HP increase, MP however runs into issues, at least with the games current design. Only BLM and DRK would really make full use of that if you can toss it during Umbral Ice / just before Edge spam. If more jobs had better use overall for MP outside healers, and if MP was balanced enough to where it wouldn't matter if you threw it on a BLM or a hypothetical MP using MNK, then I'd definitely have Ewer be more like it used to or have it increase MP total.

    Quote Originally Posted by Post View Post
    I don't see why Celestial Opposition can't just exist as is and have the same effect as your Temporal Fortuna and Tragedia rolled into one. It's even already a 60 second cooldown....
    Like I said with Roe, Fortuna is stupid powerful, and having it tied alongside damage would make even Assize overhealing look meek in comparison. Keeping them separate makes it much easier to balance the two and won't make people feel guilty for saving it for that big heal instead of that near 700 potency burst damage. I was thinking of having CO just be a simple HoT extender, much closer to how it worked in HW/SB, but I cut it because my rework is already at 33 buttons.

    Quote Originally Posted by Post View Post
    Likewise, in the current state of AST, Lightspeed has been turned into a button you use during dps weave crunch time, but that was not its original use...
    Hopefully what I've concocted means there'll be less double-weaving as a whole, but just because it's primary use is movement doesn't mean it also can't be a double-weave generator. Ruin II currently has that as a benefit, same with the DoTs, and since AST has a lot more oGCDs to work with, having a cooldown to make that easier while providing movement makes sense.

    Worst case scenario I can also make Fall Malefic instant cast, but I feel like that's making the job a bit too mobile since Comet every 20s, Combust every 15s and many GCD heals are instant as it is, having only 3 casts on Lightspeed I think is fair for its 60s cooldown. Having lots of instant casts as-is in this rework makes Macrocosmos being a spell feel a bit redundant.
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    Last edited by TheDustyOne; 06-19-2023 at 06:53 AM.

  9. #109
    Player
    Icecylee's Avatar
    Join Date
    Mar 2011
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    206
    Character
    Rieanna Cohen
    World
    Excalibur
    Main Class
    Gunbreaker Lv 90
    I like the pitch, even if I'm not sold on some of the particulars. One thing that stood out to me though: if the Stances basically only really effect one extra ST heal and one GT heal... it seems like it might make more sense for them to be 30s cooldowns that share a recast timer (and probably have a stack or two) that you'd use as a modifier on the Exalted versions to change the effect. Shift it from delay to regen/shield without removing access to your direct heal, and lean in a bit more to being ideal to know in advance what you want to do / what you need like most of the rest of kit is doing.

    On the other hand it seems like this might already be a bit saturated with ogcs so maybe not... (though it's not necessarily bad either, could make AST v WHM feel like GNB v WAR). Either way, it seems like a good pitch to keep things similar or similar in flavor, while making the job on a whole more interesting.

    Having the support cards directly lead to aoe +damage effects SEEMS like it'd go a long way to making random draws less frustrating, though encounter design would probably need to step up a bit wrt damage to not make playing them in the moment feel like pointless button pressing if you're not playing with someone that's constantly stepping in bad.
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  10. #110
    Player
    ForsakenRoe's Avatar
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    Apr 2019
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    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Icecylee View Post
    though encounter design would probably need to step up a bit wrt damage to not make playing them in the moment feel like pointless button pressing if you're not playing with someone that's constantly stepping in bad.
    That's a thought actually, if you have card effects that are 'pure utility' ie only damage reduction on Bole, it could end up that playing them during downtime is preferable to actually making use of their effect in combat where the boss is attacking. Conversely, you'd hold onto a Balance or Arrow to deal damage even through downtime because blowing it when the boss is not targetable becomes a dps loss of sorts. It's not the exact reason I was thinking 'tie thematic damage-dealing methods to the unique effects to make the utility more desireable' but it's another thing on the list I guess
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