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  1. #10
    Player
    ForsakenRoe's Avatar
    Join Date
    Apr 2019
    Posts
    2,523
    Character
    Samantha Redgrayve
    World
    Zodiark
    Main Class
    Sage Lv 100
    Quote Originally Posted by Ioletia View Post
    Did I like the RNG? Yes, but at the same time it A) made the class overly complicated for people who are just playing the class for the aesthetic and B) annoyed the more hardcore players by forcing them to battle the RNG gods.

    I feel like this "rework" is basically Expedient... That, when it was revealed everyone clowns on it, but then it turns out really powerful once we see the actual numbers/mechanics.
    The point of the class is that it's a Tarot inspired class. You don't go to a Tarot reading with a couple of friends and get the same 3 cards for all 3 of you. The RNG IS AST, it's the very core of the job's identity. Removing it is tantamount to removing the job from the game.

    The people who play 'only for the aesthetic' would not be playing at a high enough level for the RNG to screw them. The ones that are at a high enough level of skill to have the RNG matter, should have the skill to play around the RNG. If you're in Savage as an AST, but don't know how to play around the RNG of the cards, you probably shouldn't be in Savage on an AST, it's that simple. I don't go into Savages on a BLM, because I don't know how to play around the infamous 'BLM has to turret' gameplay style.

    As for hardcore players 'battling the RNG gods', welcome to barsing. If you don't crit, you reset. If you get bad card draws, you reset. If your ally doesn't crit during your burst window (thereby making your RDPS lower), you reset. Removing RNG to cater to that kind of gameplay is a neverending path, that would lead us to such things as 'removing positionals' and 'removing crit/dhit', eventually it'd sterilize all variance out of the game.

    Expedient wasn't just 'memed on, but then turned out to be powerful', it was also 'turned out to be very fun'. This new card system can cause the SAM to deal 50x damage for 15sec for all I care, that doesn't mean it's FUN. Powerful can be an aspect of what makes something 'fun', but it's not the entire package, and if it's only 'powerful' but not fun to execute, then the system's a failure

    Quote Originally Posted by Xelanar View Post
    To me the new card system looks more interesting than what we currently have. In the trailer cards seem to still be random and different. At least they are different arcanas in both instances of draw and also have different outlines, which to me implies, that their effects are not always the same, but that drawing cards only guarantees the same amount of cards from each category.
    Or has it been confirmed that every 60 seconds we will in fact draw the exact same 4 effects every single time, and the different aracanas and outline colors are merely decoration?
    The first three cards are played, then when the second three are drawn, none of that second set of three are the same card as the first set contained. Effectively, it's going to be akin to SMN, where it has Garuda Titan Ifrit every 60s, we have 'damage card, defensive card, healing card' every 60s. It might be that, for example, Balance is 10% damage up and Spear is 15% Crit rate up, but at the end of the day, you're drawing either Balance or Spear into the 'damage slot'. As such, there'd be no variance in what you do with that card, it's always a damage related card so it always goes on the best Melee DPS you have.




    As another example, let's say Bole is 20% damage mitigation, and Arrow is 20% Evasion rate or something, to make them both 'defensive cards'. Why would you ever choose to play them on something other than the Tank in a raid, and as such, why have the distinction in the first place? There's no 'decision making' to be done for that slot, the 'defensive card' slot, because regardless of the effect, it'd be best to put it on the Tank, and so you don't even need to look at the card you drew, you just play it on the Tank either way. The same applies to all three slots really, Damage slot goes on 'strongest DPS' regardless of the card, Defensive goes on Tank regardless of the card, and Healing gets held onto for the very not-often chance that it's needed to heal something that our over-bloated kit of OGCDs cannot already handle. At least that one might have some distinction/decision making (eg if one Healing card is a heal and one is a shield)
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    Last edited by ForsakenRoe; 05-17-2024 at 07:08 PM.