Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast
Results 21 to 30 of 52
  1. #21
    Player
    Kamishawe's Avatar
    Join Date
    Aug 2021
    Location
    The Source, Etheirys
    Posts
    18
    Character
    Kami Shawe
    World
    Zalera
    Main Class
    Astrologian Lv 90
    I can't find back the Utility part of the conversation but....

    Utility ideas could get interesting imo, if they decided to break some rules for the sake of a little identity finding.

    They have broken their word before in not introducing "Action Mimics" from Bojza and Eureka into the main game; then they went and did it. aka Macrocosmos (which pretty much boils down to a reflect in disguise) and SCH Expedient (Breathtaker and Fleetfoot?). Sorry if Fleetfoot is wrong, I liked Eureka MORE than Bojza. They've also broken their work twice now in parsing down dots and buff because of "Effect-space-occupation-window-bloating" with Sage and Pictomancer. I don't know what they technically call those windows.

    So imo, any suggestion is fair game as long as it not toooo over the top. I've posted these 2 examples elsewhere but I might as well share them here too. They both could be EXTREMELY useful or mildly useful.

    Name Card: Y% Party Movement Speed + Lost Action Re-raise
    Astro Unique: Does not stack with SCH Expedient : Time Stop from the Tower of Zot : re-raise trigger negates death but Freezes that party member for x#s. Party Wipe anyway is all are dead/frozen.

    Now before anyone cries "To OP, that can be abused", I put this under Utility because it could be an excellent progging tool. I'd like to point out Lost Re-Raise is a 80% CHANCE. They've also put in none-cheese mechanics in most Boss fights since SHB, meaning no amount of abilities will save you or your party if you do it wrong, not even tank invuls. So you can not use this as a cheap thou those. Besides, no one actually wants to die, there are lots of penalties that should still stay in affect like damage down, Death Debuff Marker, and the Frozen gcd loss even when it's triggered. All bad things. Plus the really short window to activate it; I don't remember Expedient's sprint time is but it's SHORT.

    Name Card: Party Debuff Cleanser
    Astro Unique aka BRD The Warden's Paean but party-wide
    Devs would have to be willing to bend a little on it applying to select enfeeblements that are otherwise not "Esuna-able". Given all the Bleed affects this expansion, I think this would have been a nice one even if you only got it and used it once in a boss fight with bleeds. It's can still be considered a utility style of mitigating Damage.
    (0)
    Last edited by Kamishawe; 05-23-2024 at 05:31 PM.

  2. #22
    Player
    AnotherPerson's Avatar
    Join Date
    Mar 2020
    Posts
    1,209
    Character
    Cain Andleft
    World
    Malboro
    Main Class
    Red Mage Lv 100
    Endwalker AST and Shadowbringers AST both suffered from a lack of depth in the card system. By level 50, the card system is done and set in stone. At best, you get minor Arcana and Sleeve Draw, but that's just adding more cards and APM, not adding much depth to the system itself. Levels 80 and 90 have the same issue. The cards are more like an afterthought rather than one of the core systems that supports AST gameplay. I think that is what separates Heavensward AST and Stormblood AST the most from Endwalker AST and Shadowbringers AST version. The Dawntrail AST version from the Job Action trailer returns some of the card effects, but it lacks the depth that Heavensward AST and Stormblood AST offers.

    Shadowbringers and Endwalker iterations of AST might even have more depth to Dawntrail AST purely due to having RNG and Divination/seal system/Astrodyne in the card system, but those iterations also lack impact. Astrodyne and Dawntrail AST iteration suffers from the same issue - skills lacks effective impact at higher levels for taking up an action slot. For a level 50 skill, Astrodyne and various card effects can be incredibly impactful on upkeeping your MP and getting full value on your defensive and curative card buffs. As AST goes higher in level, the impact of those cards become marginal after getting more alternative healing skills. Likewise, the impact of Astrodyne's MP recovery becomes less valuable because AST no longer relies on GCD healing as heavily, or if at all. The job's design never get updated to reflect the changes into the toolkit. Heavensward AST and Stormblood AST on the other hand make their gauge the entirety of the gameplay focus.

    Dawntrail also looks like it removed APM as well since you're no longer redrawing or need to press Draw -> Play -> Draw -> Play as much.

    It's good we have different card effects, but it just lacks more substance. Just adding actions to hold a card you don't want used at that point in time (AST Spread), reroll cards, and turn certain cards into AoE will drastically improve the Dawntrail card system by making that the highlight of its gameplay by returning RNG and introducing some depth in the card system, and for some APM differences for players who enjoy a faster APM healer role.
    (0)

  3. #23
    Player
    Aelin_Ashryver's Avatar
    Join Date
    Aug 2018
    Posts
    1,079
    Character
    Aelin Ashriver
    World
    Zodiark
    Main Class
    Monk Lv 100
    Add some card manipulation back and I'm happy with this new iteration over EW one.
    (0)

  4. #24
    Player
    Mecia's Avatar
    Join Date
    Jul 2020
    Posts
    394
    Character
    O'ssu Mecia
    World
    Twintania
    Main Class
    Black Mage Lv 100
    Ill forever miss The Arrow
    (0)

  5. #25
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by Kamishawe View Post
    Unfortunately, I don't think many people would be happy with the suggestion of Role Order Shuffle? Don't get me wrong! I think it's a good idea, I get where you’re coming from. Reshuffling the order would at leave give you SOMETHING to do by rethinking the fight applications with every "re-shuffle". Unfortunately, it's not your suggestion that's the problem, i think. A slower pace gives you WAY to much time to play out where to place 3 cards + Crown. I believe they said the CD was 60s a Draw for 4 cards? Correct me if I'm wrong, 4 cards a minute is the slowest it's EVER been, right? Even compared to HW? You'd have to rethink the Draw Timer to 30s or 40s if you really want to make the Current Card Suggestion viable to anything as subtle as Order Reshuffle. Not that their current freedom of choice is any better, imo. I think the name of DT Astro is "How do I find ways to kill time this Instance?"
    If drawing your offensive cards and drawing your utility cards are two separate cooldowns of 60 seconds like I was saying, then that would be up to 8 cards a minute—10 weaves when counting draws. The current system would be 3 cards per minute—6 including draws. Those aren’t literal values because of charging and waiting to play cards, but that could also be a similar case for the new draws too. And we could include Astrodyne in the EW count, but still it seems like the new system would have more cards, unless I’m forgetting something?

    The big questions is will you actually need all the utility cards each minute, I think. Which that is hard to gauge right now.
    (0)

  6. #26
    Player Nyxs's Avatar
    Join Date
    Aug 2013
    Posts
    660
    Character
    Koyuki Himekawa
    World
    Malboro
    Main Class
    Conjurer Lv 52
    I just dont want rng anymore. I am happy its changed. Sure there is some people who love it but alot do not.
    (2)

  7. #27
    Player
    PyurBlue's Avatar
    Join Date
    May 2015
    Posts
    734
    Character
    Saphir Amariyo
    World
    Brynhildr
    Main Class
    Thaumaturge Lv 40
    As of right now DT might be my favorite iteration of AST. The randomness of the cards was never appealing to me. While it did make cards slightly more dynamic it made utility cards very hard to use and it just wasn't fun when you were constantly given useless cards. Bole doesn't mean much if everyone is at full health. With three different cards generated at once with different functionality, more cards can be relevant and there is a possibility that more party members are given cards regularly. I'm looking forward to playing AST again, which hasn't been the case for a long time. While the new card system might not be perfect yet I feel like its foundation provides strong base to build further refinements upon.
    (3)

  8. #28
    Player
    flowerfairy's Avatar
    Join Date
    Aug 2022
    Posts
    155
    Character
    Agnes Nimue
    World
    Midgardsormr
    Main Class
    Scholar Lv 100
    I think the new card system is a good start to address APM issues which I think everyone knew was going to be the main target of the rework for console players, while also keeping cards single target oGCDs. It's also a good base for unique card effects.

    However there was no reason to remove all RNG from the kit. When it comes to job complexity I'm a solid believer that, as long as the job can clear MSQ being used by anyone half-sleeping, then there is no reason to simplify it further. Any points of feeling overwhelmed by its mechanics are actually good and encourages you to get better at the job, and feeling like you've become a stronger player over time. I was by no means a good AST player when I started leveling it, and I'm not that good now either, but I can still see how much I've improved! I also think any discussion about balancing RNG is moot seeing they were perfectly okay with Minor Arcana throughout ShB and EW

    Instead of rotating through the same 2 sets of 4 cards, every slot could've randomly chosen between 2 cards. From here you can design a wide variety of RNG mitigation and card manipulation actions. I have my own ideas and I see a lot of unique ideas here in the forums, so I know the developers have the ability to make something interesting.
    (3)

  9. #29
    Player
    Merrigan's Avatar
    Join Date
    Dec 2021
    Posts
    553
    Character
    Merrigan Gilgard
    World
    Spriggan
    Main Class
    Samurai Lv 90
    I like the rng principle, and ideally I'd like to see it maintained. But the diversity of the cards goes way beyond that for me. So on the face of it, I like DT's new formula, and it seems at least more interesting than Endwalker's.
    (0)

  10. #30
    Player
    Kamishawe's Avatar
    Join Date
    Aug 2021
    Location
    The Source, Etheirys
    Posts
    18
    Character
    Kami Shawe
    World
    Zalera
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by ty_taurus View Post
    If drawing your offensive cards and drawing your utility cards are two separate cooldowns of 60 seconds like I was saying, then that would be up to 8 cards a minute—10 weaves when counting draws. The current system would be 3 cards per minute—6 including draws. Those aren’t literal values because of charging and waiting to play cards, but that could also be a similar case for the new draws too. And we could include Astrodyne in the EW count, but still it seems like the new system would have more cards, unless I’m forgetting something?

    The big questions is will you actually need all the utility cards each minute, I think. Which that is hard to gauge right now.
    I think your some what right? Burst windows kind of skew my perception of counting cards over 120s w the SHB/EW card system but it is around 6 cards every 2 mins (w/o counting pre-draw-openers, redraws or counting Court cards, since court is technical it's own thing despite being a card). The DT system is proposing the same amount (6) in 120s, 1 static set of 3 cards @ 0s (surrounded by blue outlines) and a Different Static set of 3 Cards @ 60s (surrounded by purple outlines). I think I saw the court card on the same draw animation, but I could be miss remembering the demo wrong about the courts. was to busy listening.

    I guess from this perspective it's not changing anything, except not being able to Double Burst Astrodyne if that was your style instead of popping it at the 60 and 120s. I think they said they were trashing Astrodyne and Redraw, or at least the current iterations for something else in DT.

    It just seems slower because they changed the perception of what your waiting for and when you can play them. If you follow meta practices of apm, your technically unaffected in DT, given boss design have at least 2 of 3 DT card application at every 0, 30, 60, 90, and 120. If you follow sustainability practices, aka just throwing cards as you get them, DT supports that to. Is it a good thing? IDK. How much do you want to play for your own sake verses everyone telling you to follow a specific style? I think it forces the ILLUSION there is a no choice in what camp you have to play in. That's not on the cards system being presented, that's people. It follows the same vein as SHB Diurnal Sect (regen) vs Nocturnal Sect (shields).

    A DT 3 card burst really depends on how they choose to utilize Utility. If it's a tank useful card, then it's technically burst playable since there's almost always a buster somewhere close to the 0, 60, 120. Given Astros Vomit of Single Target helpfulness, I can't see Tank Utility being a good thing, unless they're essentially shuffling ogcd skill into the cards, which makes sense from a technical and button bloat stand point. If Utility is just another "pity" card slot, say movement speed, when you won't need it, it still doesn't change it's "playablity". Kind of like even with Redraw you can end up w the wrong sign and a 3% dps card, it's a token card that's still technically playable even thou you might not like it.

    The reward system is one demonstration they left out. There obviously is one and I think is the real determining factor behind if people ultimately have to turtle vs rabbit to every 60/120s or if its strictly a personal choice.

    Still, I can see why most people aren't happy with it. For all that it "organizes" the current system so you don't have to read and figure out the nuances of SB/EW basic card system, and inserts limited variety; it's not all that interesting in their initial presentation.

    Who knows, maybe their presentations and explanation skills just sucked this time around. It's kind of hard to be to the point and concise, when 1. your obviously hiding the bulk of the kit, which fair, this is a "preview" and 2. They probably don't play the class enough to have parse out the fluff that comes with lack of intimacy with a topic. Which kind of go back to having actual class mains on staff to research viable options for their class and offer suggestion and explanations.

    I think there's probably quite a bit of "lost-in-translation" at this point.
    (0)
    Last edited by Kamishawe; 05-24-2024 at 02:46 AM.

Page 3 of 6 FirstFirst 1 2 3 4 5 ... LastLast