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Thread: Regarding AST

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  1. #1
    Player
    KDSilver's Avatar
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    Shiru Elysia
    World
    Moogle
    Main Class
    Astrologian Lv 100
    I'm not main AST (if that's what you understood)
    I'm raiding as a Scholar most of the time, but I play the three healer. (and play as a scholar almost since the beginning of my sub)

    I like healing in general and the three of them.
    I never debate around healer because "my class is not OP" or anything. (something i find stupid)

    As I said no they aren't like in HW indeed. I was just pointing some Ast's weakness in comparison.
    But yes, right now, there's no need for any changes, even if some really little changes could eventually be good.
    But again, not absolutly needeed to heal properly.
    (2)
    Last edited by KDSilver; 02-11-2018 at 04:23 PM.

  2. #2
    Player
    VanilleFang's Avatar
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    Estellise Valesti
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    Adamantoise
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    White Mage Lv 70
    Quote Originally Posted by KDSilver View Post
    snip.
    I wasn't referring to you. Sorry if it seemed I was.
    (0)

  3. #3
    Player
    Vyriah's Avatar
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    Character
    Vyriah Altaisen
    World
    Ragnarok
    Main Class
    Scholar Lv 70
    What about AST OGCD game is weak ? They clearly have the most powerfull ones, that's why they don't have a lot of them. And they have pretty low cooldown for what they do. Again, a simple healer vs healer vs healer means absolutly nothing. Everyone use this to make every other job both the worst and the best at the same time.

    It's the healer that would benefit the most from having an instant cast spell, but they sure don't need more OGCD they alreday have. Most of AST gameplay is OGCD, just managing cards is 6 OGCD, 9 with discards. Clearly, having even more of them won't get AST a better uptime at all. It'll make the job much more cluncky to play.

    We absolutly don't need healer that are tailored arround what SCH is right now.
    (0)

  4. #4
    Player
    basketofseals's Avatar
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    Verrine Mercer
    World
    Balmung
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    Samurai Lv 86
    Quote Originally Posted by Vyriah View Post
    just managing cards is 6 OGCD, 9 with discards.
    imo this is the absolute worst thing about AST. I mean even putting balance aside, seeing all the other jobs get tons of tools while you get more ways to wonkily juggle an RNG mechanic just feels bad. Not to mention currently, it's sort of not even worth the payoff.
    (3)

  5. #5
    Player
    loreleidiangelo's Avatar
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    Lorelei Diangelo
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    Leviathan
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    Dancer Lv 74
    Quote Originally Posted by basketofseals View Post
    imo this is the absolute worst thing about AST. I mean even putting balance aside, seeing all the other jobs get tons of tools while you get more ways to wonkily juggle an RNG mechanic just feels bad. Not to mention currently, it's sort of not even worth the payoff.
    I mentioned this in the "4.3 healer feedback thread" - there are basically zero buffs left we can get in the future (that won't be seen as "not DPS increase = worthless fodder", or something pedantic/redundant like En-spells or something), so no new cards, meaning our future abilities as ASTs are basically pigeonholed into more card fuss management or copycat WHM/SCH heal abilities/damage abilities. I really like the aspect of it being a buff job, but it also having to be a healer that can heal as well as the other two really limits how effective those buffs can be, which is a shame.
    (0)

  6. #6
    Player
    Elamys's Avatar
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    Gridania
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    Song Sparrow
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    Balmung
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    Goldsmith Lv 90
    Quote Originally Posted by loreleidiangelo View Post
    I mentioned this in the "4.3 healer feedback thread" - there are basically zero buffs left we can get in the future (that won't be seen as "not DPS increase = worthless fodder", or something pedantic/redundant like En-spells or something), so no new cards, meaning our future abilities as ASTs are basically pigeonholed into more card fuss management or copycat WHM/SCH heal abilities/damage abilities. I really like the aspect of it being a buff job, but it also having to be a healer that can heal as well as the other two really limits how effective those buffs can be, which is a shame.
    For a greater focus on cards they could maybe possibly look at using them more to support healing and damage a la minor arcana (without sacrificing buffs) maybe, instead of just making them do buff stuff.
    (0)

    cerise leclaire
    (bad omnicrafter & terrible astrologian)

  7. #7
    Player
    loreleidiangelo's Avatar
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    Lorelei Diangelo
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    Dancer Lv 74
    Quote Originally Posted by Elamys View Post
    For a greater focus on cards they could maybe possibly look at using them more to support healing and damage a la minor arcana (without sacrificing buffs) maybe, instead of just making them do buff stuff.
    I mean, that's a pretty risky path to tread, considering the developers said they didn't want AST's healing power to be tied to cards whatsoever. People originally thought it would be neat if the class would get a buff depending on what card they just drew but SE said they didn't want core components of the class's power tied behind RNG. So this means that a similar system would either be a.) pretty unimpactful, like Minor Arcana is now, or b.) a renege on that philosophy (which seems unlikely given SE's hardline stance on accessibility).

    Even then, assume they add new cards that are basically heals with x potency or nukes with y potency. Why build those around the card middle man, then? Why not just give us that x potency heal and that y potency nuke as abilities? All tacking them onto cards does means that they're subject to RNG, and makes them another layer of crud you have to manage for what is likely minimal payoff, and also makes them significantly harder to balance because they're a random effect. If you make it a 1k potency DPS card with the idea that an AST will only draw one once every 3 minutes due to laws of probability, that means a run where an AST gets absurdly lucky and gets one every other draw could possibly seriously tip the balance of an encounter. It also means on a run where an AST draws none of those they'll be missing a portion of their power.

    Frankly, this is why cards like Bole/Ewer/Spire are decent ideas in theory, but terrible in practice. Unless you're RRing the Spire/Ewer they're basically dead cards that do absolutely nothing for a team. Can't rely on them for heavy damage or mana/TP management (especially with stuff like Refresh in the game, lol), whereas Balance/Spear/Arrow/any damage up card will ALWAYS get value and don't require specific criterion for their use. Unless there's a period where the boss is literally untargetable for 30 seconds straight a damage increase card will never be a bad card to use. But Bole/Spire/Ewer don't work like that, and that's why RNG buffs in general are a huge problem.

    Would much rather you get to select the card you want to draw when you want to draw it, but each card has an internal CD relative to its power so you're not encouraged to just cycle Balance/Spear/Arrow over and over again. Just get rid of RR, Shuffle and Draw, get rid of the three "Undraw" abilities and put one each of the 6 cards we have there in their place, with internal CDs relative to their strength to match. It would kinda suck to be "forced" into using Bole/Spire/Ewer but I think it's a lot healthier than what we have now, which is buffs feeling unsatisfying because they're too impactful if you get good draws (and just feel bad if you get bad draws). If there's an element of consistency to how cards can be used, they can actually be buffed to feel impactful, like old 20% Balance used to feel (basically Raging Strikes on target of your choice). You'd lose the old Royal Road enhancement factors, but maybe that could be implemented by "combining" cards kinda like what RR does already - activate Bole, you have a few seconds to combine that with another card to make a boosted effect.

    The more I talk about it, the more I feel like that's the key to saving this class (aside from completely re-tooling their healing moves so they're not just a dollar store WHM/SCH, but that's a different can of worms). Give ASTs control over their buffs (within limits, so they're not DPS-boost bots and actually get some variety), and then they're significantly easier to balance against the other two healers in this game. On top of that, you remove the random button fluff we get from getting tools to literally do nothing but "fix" the RNG of the class, and we can see more interesting card abilities/improvements in the future.
    (2)