You are welcome to, but I'd just like to point out that Irons would not be a dead card in solo play, as it would convert your magical damage attacks into physical damage for 5 hits, allowing the AST to benefit from the card's effect. This would normally not be useful when you're in a party (since you'd be putting it on the actual melee), but allows it to be useable even in solo. If anything, it's the Knives that are dead in solo, because I forgot to make them affect the AST in some way, the solution there is 'just Redraw if you get one' I guess, not ideal but I cba changing it now. I figure it'd be too hectic to have to manually draw a card with all the extra targeting going on, but 'Draw Minor Arcana' and 'Draw Major Arcana' can be buttons if it's not going to cause APM issues. But I do have to ask: if 'it doesn't address the 2 button gameplay', even with having to play a card every 15s on average to prevent yourself from overcapping on Minor Arcana cards (it would only stack to 2), what would address that 2 button gameplay? I'd have thought it'd be 'adding more buttons'
As for Minor, I just don't think it's very sensible, from a lore perspective, to have what we have at the minute. Or, to be honest, SB's version. We have a deck of sixty, of which we use eight. 6 are the 'Aces' of the deck, and two are from one of the 6 suits, the 8 and 9 respectively. But somehow, the 8 is 'does damage', the 9 of the same suit is 'heals in an AOE', and the Ace of the suit is 'increases damage by 3%, or 6% if it's a ranged'. Where's the link between them? So I'd rather see the suit all do one effect, with varying levels of strength based on the value of the card. 6 suits, 6 effects. It was okay when they had only the 'aces' in HW, but Lord/Lady of Crowns has opened the floodgates, and I don't see why we can't have Lord/Lady of Cups, or Swords, or whichever as well. Why Crowns specifically?
Astrodyne bad, maybe it can be salvaged, maybe not. It's quite a longshot idea to tie it's uptime into this reworked Minor Arcana, I admit. It'd be like AST-Huton or something, and I'm also not sure if that'd be well received. I think it'd be fun to have a fast GCD and something to maintain, but it might end up being a little too fast, considering all the card stuff the job would be doing, might cause issues doubleweaving and such
I think it's a question of perception, and a lot of it comes down to how often we re-target between the enemy to GCD with a Malefic cast, and the ally to use the next card. I think I was aiming for SB style cadence, where it's much more spread out through the 2min loop, but it should (theoretically) end up being similar to the current overall APM. The issue will be, I think, that people will perceive the change incorrectly as a 'slowing down' of the job regardless of what gets changed. For example, let's take a run I did where I was pretty average (58%), I got a CPM of 37.9 in that run. My thinking is, even if a new AST, which puts more focus on using more actions throughout the whole 2min loop, were to have a CPM of, say, 40, or 43, the fact it's not got the massive doubleweave frenzy phase at the 2min mark will cause people to believe it's been 'slowed down', even though by the CPM values it's actually sped up. I agree that it'd be bad to remove AST's speed, as that's part of what makes it, it. But I do think that there's ways to make it feel 'speedy' even with GCD cards. Besides, if we consider APM instead of CPM, the extra cards used per minute would mean having to target more often, and that is not considered a cast, but it is considered an 'action' for the sake of APM
IDK AST's a tough one to design for. I dunno what exactly would be best for it. But I do know, SB AST cards, exactly as they were (Royal Road included) isn't it, unless we want to see insane damage swings again, such that the class is either locked out for being too unreliable, or locked in for having too much damage (and thereby kicking WHM into the gutter again). It's gotta be something 'inspired by SB, but learning lessons from SHB/EW'
Which level of content does this statement apply to?



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) that would mark a target for 19s, after the timer expired, an AoE comet landed on the target. I then had an ability that would detonate the DoT and land the comet immediately, same with the healing spells where regens would detonate into a heal bomb. AST sounds a lot more fun when it's playing around with its time elements, and it kinda irks me when people suggest it should be the one that shouldn't receive any extra DPS spells because of the buffs.

