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  1. #1
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,014
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Kissune View Post
    Like seriously how do you think StB AST would actually function now? People would lose their shit at you for any of the haste cards, the resource reduction cards are either worthless or straight up nonfunctional in the case of spire, and the bole as said before might as well be a dead card bc you can't play around having it for any given raidwide. They'd have to come up with a bunch of new ones, but if they don't do damage you'd literally never want to draw one over the balance. Even with royal road. And yeah making the best of the hand dealt to you is AST's thing but with how potent 2min windows are if you don't have the balance by then with its aoe 5% it's a HUGE dps loss and dps checks would have to be designed around that bc it adds up.
    I want to first clarify that I never said to bring the SB system back wholesale, obviously cards will need to be adjusted. My point was mainly that SB cards were not as bad as people always make it out to be, as you said, the systems were different back then, so it works for that era.

    As for how differing cards would work now, there's a few ways to make it work. You could give every card a base 3% damage up value with differing effects on top, or you could remove damage up and make every card strictly utility. But my own preference would be if they cut out some of the pointless healing OGCDs and dedicate part of the kit to cards with plenty of avenues for RNG mitigation.

    Royal Road is a good example, you draw a bad card but you can use it to improve your next card. They could use more skills like that. Perhaps an altered Sleeve Draw where you get 10s of unlimited Redraws where the cards don't loop until you go through all 6. Spread was also good to allow RNG mitigation by letting you save a favoured card. Maybe they can separate cards into offensive and utility, then add in an ability that let's you flip the suit of the card from offensive to utility and vice versa (Spire to Balance for example).

    A lot of people have come up with ideas to mitigate the RNG, I'd personally rather see RNG control rather than removal. All it takes is for the dev team to have some creativity and not just go for the easiest way.

    EDIT: Also, that picture isn't a log flex if you think it is, I couldn't care less about logs, which is why I don't bother looking up other people, it's just to show the AST icon and the amount of kills without splitting it into 2 pictures. I'll always assume people are discussing in good faith until they do something to try and discredit me.
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    Last edited by Aravell; 05-15-2024 at 02:55 PM.

  2. #2
    Player
    Kissune's Avatar
    Join Date
    Apr 2024
    Posts
    205
    Character
    Pathetic Loser
    World
    Coeurl
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Aravell View Post
    You could give every card a base 3% damage up value with differing effects on top, or you could remove damage up and make every card strictly utility. But my own preference would be if they cut out some of the pointless healing OGCDs and dedicate part of the kit to cards with plenty of avenues for RNG mitigation.
    But my issue is that RNG mitigation can't be relied upon, and with how strict mitigation checks are in current fights that's seriously relevant. That's why I'm so averse to RNG healing/mit bc it can't be used as an actual plan. You'd need to plot out a plan that assumes you never get the card you need, with everything else just being a bonus.

    Royal Road is a good example, you draw a bad card but you can use it to improve your next card. They could use more skills like that. Perhaps an altered Sleeve Draw where you get 10s of unlimited Redraws where the cards don't loop until you go through all 6. Spread was also good to allow RNG mitigation by letting you save a favoured card.
    But what if you never draw a good card?

    Maybe they can separate cards into offensive and utility, then add in an ability that let's you flip the suit of the card from offensive to utility and vice versa (Spire to Balance for example).
    But then the optimal play is to always flip, and since you couldn't predict which of the 3 utility cards you'd draw, you couldn't add it to your mit plan anyways. Even if you intend to use the bole, what if you don't draw it? It's always better to just spit out dps.

    A lot of people have come up with ideas to mitigate the RNG, I'd personally rather see RNG control rather than removal. All it takes is for the dev team to have some creativity and not just go for the easiest way.
    The problem with RNG utility is that there are 3 other healers in the game they need to balance fights around, and having one that isn't able to call its kit when it needs it means that it is the only healer that can just wipe a party from a raidwide through sheer bad luck alone.
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