



Are you really playing more cards when there is no difference between a healing “card” and a normal healing CDThe new AST looks great.
Now I get to play a hand of cards instead fiddling with only one at a time.
And all the cards in my hand will have different functions!
And I'll also be playing more cards per minute.
More cards, more functions, more than one per hand, and no more dealing with the scam that was astrodyne.
Sounds good to me.


It's like people can't tell that they're generic CD's yet because they are labelled as cards.
Maybe the rework can actually fool some people I guess, maybe given time people might actually catch on to the card system now just being a weird clunky Aetherflow esc system who knows.
For the fact you are playing cards, yes, you are playing cards.
For what are you upset? Many of your heals do, in fact, heal. Now you have more ways to heal. Why do you want less ways to heal?
Can you convince me the new AST does not have more tools to use than before? As yet, I maintain my position, and champion AST moving toward more cards and more tools.




This don’t want tools to heal because I don’t already use 60% of the heals I currently useFor the fact you are playing cards, yes, you are playing cards.
For what are you upset? Many of your heals do, in fact, heal. Now you have more ways to heal. Why do you want less ways to heal?
Can you convince me the new AST does not have more tools to use than before? As yet, I maintain my position, and champion AST moving toward more cards and more tools.
If you are using 100% of AST’s heals at all times either you or the tank is doing something seriously wrong because all the healers are bloated with way too much healing
Your description is not a problem of the job.
Yours is a problem with the game.
If the game doesn't provide you with reasons to use your kit, that's not the kit's fault.
If the game proves to you a greater challenge, then your grievances vanish in a flash.




Call it a kit problem or call it a game problem, either way these healing “cards” are going to wind up useless bloat bloat because we simply do not need more healing and this problem extends all the way up to ultimate
The game not doing enough damage may be a game problem but continuing to add bloated heals over alternatives when the damage isn’t being up is a kit problem

Now that I think about it this is true. So Why not have cards:Call it a kit problem or call it a game problem, either way these healing “cards” are going to wind up useless bloat bloat because we simply do not need more healing and this problem extends all the way up to ultimate
The game not doing enough damage may be a game problem but continuing to add bloated heals over alternatives when the damage isn’t being up is a kit problem
Dmg increase buff
dm decreasee debuff
Mitigation increase buff
Mitigation decrease debuff
incombat runspeed boost
stun
skill/spell haste card (for blm maybe healers too)
skill/spell slow debuff
This provides enough variety that works. also instead of four cards just make lord a dmg aoe and lady an aoe heal over time


Variety cards in a vacuum doesn't mean anything. You need cards that do something, and you need cards that aren't dead if you don't need them or a chance to not show up if you do. If AST is designed around some of its mitigation and healing toolkit being locked away behind RNG, then it presents a paradox issue where either the cards end up being useless bc you can either survive the hit without a mit/heal card thus rendering the cards unneeded, or you can't survive it which means that AST becomes the only healer in the game that has to sacrifice a solid percentage of their pulls due to bad luck. Neither of which is fun and engaging. People who want an RNG system with dps cards and mit/healing cards in the draw pool seriously don't seem to understand what that inevitably leads to, and what it means for the rest of the toolkit by design. The only way to solve it is to provide enough RNG mitigation that it becomes basically impossible to not have the card that you want, and at that point why have RNG? I still maintain that all the people demanding varied cards led to this bc they couldn't recognize that fights being designed the way they were would invalidate the entire system, and square enix did, and now nobody wins. DPS only cards might have been 'boring' for some but fuck at least they always did something. A weak dps gain is still a gain, but a mitcheck is a yes or no.Now that I think about it this is true. So Why not have cards:
Dmg increase buff
dm decreasee debuff
Mitigation increase buff
Mitigation decrease debuff
incombat runspeed boost
stun
skill/spell haste card (for blm maybe healers too)
skill/spell slow debuff
This provides enough variety that works. also instead of four cards just make lord a dmg aoe and lady an aoe heal over time
I gave AST a shot, and it's still miserable to play, even to think about. Worst iteration by far. Praying for 8.0, I guess...

And A CARD TO GIVE BACK MANA WHEN A HEALER OR MAGICAL DPS IS BACK FROM REZ AND HAS NO MANA TO EVEN HEAL TO SAVE THEMSELVES.


Damn right it's a problem with the game, but I could ignore that I was doing fuck all with my healing kit because I had DPS cards I could keep myself busy with instead. Now? Even more healing bloat, no fun cards to play with. Just nothing left for me in this job. If I didn't want to think while playing healer, there were 3 to pick from. Now there's 4. I hope the people who complained endlessly about AST instead of picking up a healer that was more their playstyle are happy, and I refuse to believe they care in the slightest about AST beyond aesthetics and 'ooh, pretty card animation'.
I gave AST a shot, and it's still miserable to play, even to think about. Worst iteration by far. Praying for 8.0, I guess...
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