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  1. #11
    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'
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    Last edited by ForsakenRoe; 06-19-2023 at 03:46 AM.