You know what's cards with no rng that come back up every 60s?
Standard OGCD cooldowns.
You know what's cards with no rng that come back up every 60s?
Standard OGCD cooldowns.
Last edited by Kamishawe; 05-24-2024 at 07:29 AM.
The issue with DT astro is removing RNG, Turns the cards into static cooldowns which ruins the whole point of card varity as they become the same predictable effects (similar to how healer cooldowns work in general). Stormblood astro's issues were very simple, having damage buff cooldowns tied to utility cooldowns being RNG was very frustrating similar with how astrodyne works.
My Ideal Astro would have two set card systems, one for utility, one for buffings certain things such as damage, bonus on if ranged/melee kept, crit rate ect. (obviously balanced out so the effects are pretty similar in value). Both would be random without imposing on one another.
A example of this would be to turn Minor arcana into your "utility cards" which would work similar to your DMG buff cards, but aren't tied to the buff cards, This would place astro into a spot where it both has RNG but also doesn't just lose out on contributed damage because you didn't get the card that buffs damage.
Not saying EW astro didn't have it's issues (it sure had a lot of them), but removing RNG fully wasn't a great idea, I honestly think astro is going to be worse off gameplay wise time will tell, I have to say I reacted pretty upset to these changes, because in general im so upset with how poor support (nondps) design is in general, AST going towards that more samey direction isn't fun. This is also just after removing a big aspect of astro too.. the sects it feels like they want to force astro into a completely different direction then people want it to be.
Last edited by Rithy255; 05-24-2024 at 08:22 AM.
Ok, I can't seem to easily find whatever the LL said about AST changes so can someone just explain exactly what the cards are now?
Removed: Astrodyne, RNG aspects of cards.
Now you press draw once per minute and get 4 cards, one being the lords/ladies (cycles with each minute), 1 damage buff card, 1 healing card and 1 mitigation card.
We have 4 sets now. We have the damage cards with balance and spear. We have the defense cards with bole and the arrow. We have healing cards with ewer and spire. Then lord and lady still are their own their own thing. They are also all on a one minute draw too.
So are balance and spear just different appearances or do they have different effects?
Wait, did they specify which cards did what?
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
We can probably infer what categories they are in based on their shared slots and the play that was dealt them. The tank got both Bole and Arrow which were in the middle slot, DPS got the Balance and Spear from the left slot, AST got the Spire and Ewer from the right slot. But it's all guesswork on my part.
See, I interpreted the trailer very differently. I interpreted Balance, Arrow, Spire, and Lord as all offensive cards on an offensive draw resource while Bole, Spear, Ewer, and Lady were all defensive/restorative.We can probably infer what categories they are in based on their shared slots and the play that was dealt them. The tank got both Bole and Arrow which were in the middle slot, DPS got the Balance and Spear from the left slot, AST got the Spire and Ewer from the right slot. But it's all guesswork on my part.
Like, you'd have "Diruanal Draw" which gives you three different types of offensive buffs plus an OGCD attack, and "Nocturnal Draw" which gives you three different types of utility buffs and an OGCD heal. These would have two separate cooldowns each on 60 seconds. You'd basically use "Diurnal Draw" on cooldown to maintain the buffs, unless there are charges in which case store-and-dump logic comes into play, and "Nocturnal Draw" would be more situational based on your needs.
Sage has failed to live up to the fantasy of a sci-fi DPS healer. Please change this for 8.0. Make Sage fast, exciting, and aggressive. It should feel like a healer that plays like a DPS. Empower the aspects of Sage's unique healing mechanics: Kardia and Eukrasia to give its healing playstyle more identity.
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