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  1. #51
    Player
    Jovakim's Avatar
    Join Date
    Dec 2020
    Posts
    23
    Character
    Joahkiin Dovahkiin
    World
    Goblin
    Main Class
    Pictomancer Lv 100
    I'm incredibly disappointed with what has been shown so far.

    I could probably give a chance to an RNG-less Astro for an expansion. But losing the high APM of the job at the same time? No, absolutely not!

    I live for AST's hectic burst windows, it's the only healer job that keeps me from getting bored out of my mind in normal mode content and harder content on farm. For the love of the twelve, please, don't dumb it down!

    I really don't want THIS:


    Turning into THIS:

    (I'm betting that the new Draw button will work like Minor Arcana does now. Only executable in combat.)


    Quote Originally Posted by Valmaxian View Post
    Also, for those salty about wanting a busy job, we still have to weave three cards during our DPS rotation every minute. Seems similar to what we have now minus shuffle RNG and seal fishing (which led to a negligible buff from Astrodyne anyway).
    If they're turning those two other cards into "healing" and "mitigation" (as they've described), then they're situational and have no business in our opener. Or even worse, those cards could go completely unused in easier content (like most of our healing spells do).
    So in essence, we're trading two charges of damage buffs on a 30s CD, to one charge on a 60s CD. Can you elaborate on how am going to be just as busy?
    (8)

  2. #52
    Player
    Aravell's Avatar
    Join Date
    Aug 2017
    Location
    Limsa Lominsa
    Posts
    2,012
    Character
    J'thaldi Rhid
    World
    Mateus
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Jovakim View Post
    I could probably give a chance to an RNG-less Astro for an expansion. But losing the high APM of the job at the same time? No, absolutely not!

    I live for AST's hectic burst windows, it's the only healer job that keeps me from getting bored out of my mind in normal mode content and harder content on farm. For the love of the twelve, please, don't dumb it down!
    I agree. As someone who disliked ShB/EW AST because they ripped out my utility to turn every card into just damage, I at least still enjoyed AST because while there was less thinking to do, there was still optimisation and the fast pacing was still there.

    This Dawntrail change is the absolute worst of both worlds. It pretends to be SB cards by shouting in your face "Hey, I do different things!", but there is none of the RNG manipulation of SB cards, there is no working towards your goal, everything is handed to you on a platter every minute. And they couldn't even bother keeping the fast pacing for those of us who enjoyed it.

    As for those who say "You're playing and weaving more cards than before!", you get 3 cards every minute, 2 of which are situational and the last one you'll save for the burst window, in no situation are you hectically weaving all 6 cards in a burst window. Plus, you'll only play 2 cards (+Lord, which is an AoE and doesn't require switching targets) during burst, in what world is that a similar speed to what we have now?
    (7)

  3. #53
    Player
    Moqi's Avatar
    Join Date
    Apr 2014
    Posts
    1,439
    Character
    Goji Degotye
    World
    Twintania
    Main Class
    Botanist Lv 81
    The changes are disappointing but also expected because as they keep "streamlining" and removing mechanics from other jobs, what is left for Astrologian to do?

    Imagine if we had different jobs with different playstyles: some would be proc based, some would cooldown based, actual MP managment, actual aggro managment, bursty jobs, crit-heavy jobs... with 20 jobs, there'd be no shortage of interesting effects a card could have and there'd be plenty of opportunities to use them not matter what party composition you stumble upon.
    (3)

  4. #54
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,923
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Aravell View Post
    As for those who say "You're playing and weaving more cards than before!", you get 3 cards every minute, 2 of which are situational and the last one you'll save for the burst window, in no situation are you hectically weaving all 6 cards in a burst window. Plus, you'll only play 2 cards (+Lord, which is an AoE and doesn't require switching targets) during burst, in what world is that a similar speed to what we have now?
    Honestly I doubt I'll really be weaving a "single target heal card" in a lot, something tells me that astro already has more then enough healing and I don't think they're suddenly going to up the healing requirements unless they force us, I guess ill just place the mitigation on the tank if im about to hit the 1 minute mark for my next set of cards...
    (2)

  5. #55
    Player
    Rein_eon_Osborne's Avatar
    Join Date
    Jun 2020
    Location
    Shadowflare - Ward Miasma II, Plot Broil IV
    Posts
    3,965
    Character
    Mira Clearweaver
    World
    Jenova
    Main Class
    Conjurer Lv 90
    Quote Originally Posted by Jovakim View Post
    Turning into THIS:

    (I'm betting that the new Draw button will work like Minor Arcana does now. Only executable in combat.)
    Looking at this 'meme' infographic makes me squeeze my brain to think who would absolutely benefit from this hypothetical new opener: the ones who couldn't bother to setup their Neutral Sect+Horoscope, Microcosmos, and/or Earthly Star to handle healing required within today's hectic 2m reopeners.
    (3)

  6. #56
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    195
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Jovakim View Post
    I'm incredibly disappointed with what has been shown so far.

    I could probably give a chance to an RNG-less Astro for an expansion. But losing the high APM of the job at the same time? No, absolutely not!

    I live for AST's hectic burst windows, it's the only healer job that keeps me from getting bored out of my mind in normal mode content and harder content on farm. For the love of the twelve, please, don't dumb it down!

    I really don't want THIS:


    Turning into THIS:

    (I'm betting that the new Draw button will work like Minor Arcana does now. Only executable in combat.)




    If they're turning those two other cards into "healing" and "mitigation" (as they've described), then they're situational and have no business in our opener. Or even worse, those cards could go completely unused in easier content (like most of our healing spells do).
    So in essence, we're trading two charges of damage buffs on a 30s CD, to one charge on a 60s CD. Can you elaborate on how am going to be just as busy?
    There’s more to a job than just the opener. If we end up getting cards with diverse utility, that could make the job more interesting than just tossing damage buffs with each card. And we *have* been asking for unique card effects ever since they did away with them.

    Also, It’s clear that there will be some distinction between card effects, as the Lord vs. Lady draws have different cards/ borders. IF they actually do interesting things, and IF we get some agency over which set of four we draw, that’s a system that, for me, would be more interesting than what we have now.

    Current iteration: high APM, RNG, only damage buffs, which ignores card identity.

    New iteration: lower APM, no RNG, unique card effects, which restores card identity. (Of course this will depend on what the cards do, but the potential is there).
    (2)

  7. #57
    Player
    Rithy255's Avatar
    Join Date
    May 2022
    Posts
    1,923
    Character
    Rithris Amaya
    World
    Twintania
    Main Class
    Paladin Lv 100
    Quote Originally Posted by Valmaxian View Post
    There’s more to a job than just the opener. If we end up getting cards with diverse utility, that could make the job more interesting than just tossing damage buffs with each card. And we *have* been asking for unique card effects ever since they did away with them.
    The issue with this is really simple, The "diverse utility" isn't diverse at all it's a mitigation... which yeah cool i guess and a heal card, This does nothing to make the job more interesting.

    Without RNG, "Unique card effects" means nothing.
    (2)

  8. #58
    Player
    Valmaxian's Avatar
    Join Date
    Aug 2013
    Posts
    195
    Character
    Jase Shepard
    World
    Malboro
    Main Class
    Astrologian Lv 100
    Quote Originally Posted by Rithy255 View Post
    The issue with this is really simple, The "diverse utility" isn't diverse at all it's a mitigation... which yeah cool i guess and a heal card, This does nothing to make the job more interesting.

    Without RNG, "Unique card effects" means nothing.
    Since Astrodyne is going away regardless, the RNG also means nothing. And there are hints (extended tank defensive cooldowns, more effective second wind, and Yoshi stating that Dawntrail will up the bar in terms of difficulty) that more mitigation could potentially be VERY useful.

    Additionally we don’t know what the new cards will do - most are assuming the heal card just restores HP and the defense card is just percentage mitigation. A healing potency increase card + mitigation could be nice for large pulls or early battle AoEs. And a stronger damage buff card would be really nice for that star DPS during their burst window (again IF the percentages are worthwhile).

    What I’m getting out of the posts criticizing the AST changes is that the unhappy players seem to care more about adding barriers to gameplay without any particular benefit just to brag that they can do it. Lots of people can do it, nobody cares. Perhaps more utility skills are what we’ll need in Dawntrail. I’ll reserve judgement until I see tooltips.
    (1)

  9. #59
    Player
    Zolvolt's Avatar
    Join Date
    Jul 2015
    Location
    Gridania
    Posts
    498
    Character
    Zolmation Volt
    World
    Sargatanas
    Main Class
    Blue Mage Lv 70
    Quote Originally Posted by Rithy255 View Post
    The issue with this is really simple, The "diverse utility" isn't diverse at all it's a mitigation.
    I guess what I'd like to ask is what do you actually want from utility? Theres no TP anymore, cooldown reduction and haste mess up most other jobs' rotations. MP is not a helpful buff anymore. offensive buffs right now are limited to +damage, +crit +direct hit and thats really it. If we don't explore the mitigation/healing route for our buffs then theres nothing but stale dps buffs left.
    (0)

  10. #60
    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 Zolvolt View Post
    I guess what I'd like to ask is what do you actually want from utility? Theres no TP anymore, cooldown reduction and haste mess up most other jobs' rotations. MP is not a helpful buff anymore. offensive buffs right now are limited to +damage, +crit +direct hit and thats really it. If we don't explore the mitigation/healing route for our buffs then theres nothing but stale dps buffs left.
    Offensive buffs can all provide damage, but the way they provide damage can be different. % up, crit rate and DHit rate are three ways, yes, but what about 'counterattack when struck'? How about 'autoattack speed vastly increased', for a haste effect that doesn't mess up rotations? What about 'attacks hit twice for X stacks'? If we stop thinking about the cards as all needing to be specifically '15s duration', and open up the possibility of having X stacks of something, a lot more variations on how to increase our damage become available to design around
    (2)

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