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  1. #31
    Player Rennies's Avatar
    Join Date
    Feb 2016
    Location
    Limmies
    Posts
    611
    Character
    Keisero Starborn
    World
    Faerie
    Main Class
    Astrologian Lv 90
    Square's smart, they won't add more of a mess to our card system. Right now it functions decently as a jackpot system.
    (0)

  2. #32
    Player
    Blonde_Huntress's Avatar
    Join Date
    Dec 2016
    Location
    Limsa Lominsa
    Posts
    81
    Character
    Blonde Renwynd
    World
    Famfrit
    Main Class
    Astrologian Lv 68
    I really like the tarot system--it really defines an AST, so I hope they build on it (tactfully of course).

    Perhaps 2 new card options?

    The Lover (Pink Card)
    Grants Regen and Refresh on the target with a potency of 50.
    RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
    AoE: Grants Regen and Refresh on all party members within range.


    The Fiend (Purple Card)
    Casts Paralyze, Slow, Heavy, and Poison onto an enemy.
    RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
    AoE: Casts Paralyze, Slow, Heavy, and Poison onto all enemies in range.
    (0)

  3. #33
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Blonde_Huntress View Post
    I really like the tarot system--it really defines an AST, so I hope they build on it (tactfully of course).

    Perhaps 2 new card options?

    The Lover (Pink Card)
    Grants Regen and Refresh on the target with a potency of 50.
    RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
    AoE: Grants Regen and Refresh on all party members within range.


    The Fiend (Purple Card)
    Casts Paralyze, Slow, Heavy, and Poison onto an enemy.
    RR Effect: Random Effect (Extend, AoE, or Potency Increase for next card).
    AoE: Casts Paralyze, Slow, Heavy, and Poison onto all enemies in range.
    1. This card would probably be clicked off much of the time. Adding more RNG to the card system would only work if the potential rewards were incredibly powerful so that they warranted the risk of getting an undesirable result; RRing a card that would randomly grant Extend, Expand, or Enhance would be a last resort, and no one would ever really want to actually cast a card with a bundled (and weak) regen+refresh effect.

    2. This kind of notion I like. Offensive cards could be a lot of fun, but I feel that they would need their own "deck" since most debuffs in this game are only situationally useful, and we wouldn't want cards that might be completely useless against a given target to be in the same pool with the existing buff cards.
    (0)

  4. #34
    Player
    Blonde_Huntress's Avatar
    Join Date
    Dec 2016
    Location
    Limsa Lominsa
    Posts
    81
    Character
    Blonde Renwynd
    World
    Famfrit
    Main Class
    Astrologian Lv 68
    That was just off the top of my head, although you make good points indeed.

    I'm fairly certain we are getting more cards...I just want a pink one.
    (2)

  5. #35
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Blonde_Huntress View Post
    That was just off the top of my head, although you make good points indeed.

    I'm fairly certain we are getting more cards...I just want a pink one.
    Maybe they could avoid bloating our decks by instead introducing an ability that converts an existing card to a specific arcana...Bole to Lovers (some kind of defensive buff), Balance to an arcana that inflicts weakness on an enemy, Ewer to something that debuffs casters, Spear to a slow-inducing debuff card, etc.
    (0)

  6. #36
    Player Rennies's Avatar
    Join Date
    Feb 2016
    Location
    Limmies
    Posts
    611
    Character
    Keisero Starborn
    World
    Faerie
    Main Class
    Astrologian Lv 90
    I would die for Nocturnal Sect to convert Draw's current cards into offensive attacks and debuffs. There was one idea that included a "Death spell" card with 400 potency... delicious.
    (0)

  7. #37
    Player
    gumas's Avatar
    Join Date
    Jun 2016
    Posts
    1,314
    Character
    Rawon Special
    World
    Tonberry
    Main Class
    Bard Lv 100
    Some sort of temporary buff skill where it heal you to xx% of your hp instantly when you take fatal damage (where you got hit and die), But the aesthetic will not look like a heal, since we are AST it will be something like turning back time

    How about debuff skill? maybe a reduce attack speed debuff?

    And something to do with card skill, like royal road skill, but this skill is for attacking, so if you draw a card that you dont want (you already redraw and it still a bad card, no use for royal road either), this skill will use your current drawn card to attack the enemy with xxx potency (royal road will affect the attack too so if you use it with royal road bole, the potency will be 1.5)
    (0)
    Last edited by gumas; 01-03-2017 at 01:15 AM.

  8. #38
    Player
    Sylvain's Avatar
    Join Date
    Oct 2015
    Posts
    1,491
    Character
    Sylvestre Solscribe
    World
    Ragnarok
    Main Class
    Summoner Lv 90
    So, back to the main topic, a new spell idea

    As most people pointed, we have more than enough control over the card we get. If we were to have a new card spell, I'd like it to be something situational and not "another buff on top of other buffs"
    So here are a few ideas. Cooldown, duration and potency are just "approximate example'
    Benediction of the Star
    personal buff, 20sec CD, 15sec duration. affect only 1 spell
    Some of your spells get additionnal effect depending of your sect
    Benefic 1 and 2
    Diurn: Leaves a HoT healing for 100% of the healing done over 12sec
    Noct: Leaves a shield equivalent to 50% of your healing done.
    Aspected Benefic:
    Diurn: Double the duration of your heal over time
    Noct: Always crit
    Aspected Helios
    Diurn: Double the potency of the Heal over Time but halve the duration
    Noct: Always crit
    Essential Dignity
    Diurn: Does not trigger the cooldown
    Noct: Grant a buff reducing dmg taken by 50% for 4sec to the target
    Gravity
    Diurn: Apply slow and fatigue to the enemy, reducing movement speed by 75% and AS by 25% for 6sec
    Noct: Gravity trigger again 3 sec later.
    Stella
    Diurn: Root the target for 5sec
    Noct: Apply combust 1 and combust 2

    The goal is to have more situationnal buff to help us deal with different situations in a more original and interesting manner. Instead of boring buffs like "Increase your heal potency by 30% for 15sec..."


    I want Lightspeed reworked. I rather have charges on a short cooldown. Like, Every 30sec we get one charge of Lightspeed, and activating it only affects the next spell. Up to 3 charges.

    Fortune
    1min last 15sec.
    You draw a card with an additional effect. The card you draw does not benefit from Royal Road and can't be stored nor redrawn.
    Arrow: Allow casting while moving. Last 15sec
    Balance: Next 3 skills will have a garanteed crit, last 15sec. Balance also increase healing potency by 20%(dps and heal basically)
    Bole: Prevent death, if death occure, the card is consumed and restore 25% of max health. Last 15sec
    Spear: Every second, all your abilities'cooldown are reduced by 2sec. 15sec.
    The Ewer: Skill cost no mana, 10sec duration
    The Spire: Your skill cost no TP

    We're still about card, but we have enough control. Here the idea is to draw a super card, however, since it's a super card, you can only give it to one player and it can't be enhance. (except time dilatation / Astral opposition).
    This card would require more thought on use as they can benefiate many job much more than the default stat bonus.
    For instance, the spear on a BLM or a Healer on a fight with high movement would be extremely beneficial.

    Twlight Shift
    45sec CD
    For the next 10sec, your Sect is reversed.
    (0)

  9. #39
    Player
    Tactical's Avatar
    Join Date
    Oct 2016
    Location
    Ul'dah
    Posts
    18
    Character
    Medraut Brydydd
    World
    Midgardsormr
    Main Class
    Monk Lv 80
    >1/3 of Noct spells have "always crit" with no drawbacks (other than the fact that you blew a CD for it)
    >Stella now forcibly applies your DoTs for you in Noct
    >Dignity in Diurn does not enter CD
    >Dignity in Noct has 50% damage reduction on someone
    >A. Benefic and Benefic I/II have even better regen in Diurn
    >20 second cooldown
    I don't even know where to start, niqua. I think you just made an objectively better WHM, though. And Scholar. Double Astrologian party confirmed? 'Cause I think this is what'll make it possible.

    Sure, Twilight Shift means that you can choose not to do your job as intended, but this right here?

    B U S T E D
    (3)

  10. #40
    Player
    Cynfael's Avatar
    Join Date
    Jun 2014
    Posts
    2,164
    Character
    Sacrilege Moonshadow
    World
    Hyperion
    Main Class
    Black Mage Lv 80
    Quote Originally Posted by Sylvain View Post
    So, Stella
    Diurn: Root the target for 5sec
    Noct: Apply combust 1 and combust 2
    The suggested Noct ability here is waaaaaay better than the suggested Diurnal ability. Root is a trash crowd control in this game outside of PvP and the odd raid mechanic, while an AST version of Tri-Disaster would always be amazing.
    (2)

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