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  1. #31
    Player
    loreleidiangelo's Avatar
    Join Date
    Apr 2014
    Location
    Ul'dah
    Posts
    1,731
    Character
    Lorelei Diangelo
    World
    Leviathan
    Main Class
    Dancer Lv 74
    Quote Originally Posted by CorbinDallas View Post
    Delete the sects and double down on Astrologians actual unique gameplay hook, cards and buff manipulation.

    Hybrids that fulfil more than a single type of gameplay can never be balanced and only narrow the design space for future jobs. With AST existing in it's current state, that of a "WHM/SCH with cards", Dancer has no chance of being remotely unique with it's own healing niche. It will need to have shields or regens to be viable.

    The PvP version of Astrologian is my dream. The rapid casting, buffing machine. It doesn't need to take from the other 2 healers to be unique, the cards already do that.
    Basically. It also makes them waaaaaaay too easy to compare. "WHM only has this-and-this, while WHMAST has this, this, AND this, why would you ever bring a WHM" etc etc. Tbh though a big part of what SE needed to do with HW was remove the necessity for SCH shields for prog content, so that any composition without a SCH could actually survive raid mechanics. AST was doomed to compete with either WHM or SCH if the devs didn't do what they did with the Sect crap, because frankly they didn't understand that bubbles being required to survive stuff is godawful healer design that seriously limits new healer creativity.
    (6)

  2. #32
    Player
    Maltothoris's Avatar
    Join Date
    Jul 2015
    Posts
    744
    Character
    Malto Thoris
    World
    Behemoth
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Gemina View Post
    Mitigation doesn't always have to come via shields. Both AST and WHM can be given abilities that weaken the boss to reduce their outgoing damage for lethal AoE, and also increase the physical/magical defense of the raid for the coming attack. This in turn allows these mitigation tools to be stacked on top of SCH shields, or each other in the case of AST/WHM. I would imagine mitigation coming from two sources would be heavily favored for EX, Savage and Ultimate.

    All jobs themselves can also be given tools to mitigate their own damage as a third source to reduce damage even further, and many already do to my knowledge. I feel that mitigation should definitely be a team effort, and the devs should come up with more way than just shields to achieve it.
    THe problem is that back in HW when healers did have other tools, it made AST/SCH way too strong. Astros had the 6 second disable and Collective and Sch has the supervirus which lowered both magic and physical where whm could only get the untraited virus which lowered physical, deploy, fey covenant, 20 percent fey illumination and the 2 min e4e back when the duration was 30 seconds and the debuff on bosses lated 20 instead of 10, and then there other factors too. But again we have to remember their design philosophy with healers and in particular whm. Whm is just a "pure" healer class which means just healing spells with the only exceptions being stoneskin and divine bension, no debuffs or other thing which I do think needs to change.

    Edit: Take for example UCOB final phase, Morn Afah does somewhere between 400-420k damage where just simply stacking and shields doesn't work. You need to specifically plan our your cds. SCH has a huge advantage over noct ast because sacred soil is a 30 cd and morn afah goes 0>50>30>50>50 with how they are spread apart in seconds. Collective is 90 seconds so it goes up for 1 3 and 5 leaving 4 and 5 needing extra attention. It also limits the composition since you would NEED a paladin for divine veil and passage of arms and a magic caster for addle(groups could get away with brd/mch like the WF did). There have to be a good amount of work to figure this out.
    (1)
    Last edited by Maltothoris; 02-07-2019 at 04:51 AM. Reason: extra addition

  3. #33
    Player
    Gemina's Avatar
    Join Date
    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Sebazy View Post
    As someone with perhaps more experience than many on this subject. Everquest had a crippling problem balancing Slow beyond it's first expansion. Unslowed bosses were effectively unhealable for more than a few seconds with more resilient bosses often warranting a literal meat pile of suicide tanks whilst it was slowed. Even higher level trash mobs could often be brutally dangerous without slow.

    There's no denying that EQ went in with values that were far too high with the ability ending up like a bad drug addiction, but MMOs have steered well clear of that ever since. It's a shame as Everquest's debuff and CC game was actually one of the most interesting aspects of it's combat. But I highly doubt SE want to open that can of worms on EX/Savage content.

    TLDR for this 2am ramble = Don't put any stock in getting a maintainable PvE slow.
    I won't put stock in it, but that doesn't mean it can't work. Some jobs can already inflict slow in PvE iirc. The way I see the upkeep working is similar to NINs Huton. They need to keep this up in order to maximize their damage. If it does drop, their DPS is heavily penalized, but not to the point that they're no longer effective in combat. They just need to get it back up ASAP. PvE slow that is maintained should not be required to clear content by any means. It sounds to me this was the mistake Everquest made instead of balancing it for content. It would only reduce optimization if it is allowed to drop, or mechanics force it to drop.

    I don't think we should look at things like, "It didn't work for this mmo, so it won't work for FFXIV." We should be looking at how to make certain changes work for FFXIV. Especially if they are favorable. I'm not saying PvE slow is one of those, but I am trying to think outside the box.
    (1)

  4. #34
    Player
    Cyrocco's Avatar
    Join Date
    Aug 2015
    Location
    Wingardium Lominsaaa
    Posts
    266
    Character
    Lutemis Rangar
    World
    Adamantoise
    Main Class
    Lancer Lv 10
    I'd want the regen and shields removed from AST, partly because they're just not why I play AST, and partly because I'm tired of the three healers bouncing around and everyone questioning their identity. In return, give me back my 10% AoE Balance and give me MORE viable buffing options. Hell, give me a WHOLE, second, debuff deck. When the job was being released I didn't care about sects and meshing with other healers I just loved the card mechanic and that's still my favorite part of it today.

    Hide the regens, hide the shields, we buffin' errybody out here.
    (1)

  5. #35
    Player
    LiliRune's Avatar
    Join Date
    May 2018
    Posts
    6
    Character
    Lili Rune
    World
    Faerie
    Main Class
    Arcanist Lv 70
    I'd love to see a rework where cards become more of a resource, kind of like how Minor Arcana functions.

    You draw cards more often, but have to use them to power your aspected abilities, and possibly a DPS ability as well. Keep the card buffs mostly how they are, but change the redraw time to 5 or 10 seconds or whatever and require a card to be in the draw slot to cast aspected benefic/helios, then consume the card on cast.

    This would mean not only are there no worthless cards, as they are all ammo for casts, but it makes fishing for a specific card more reliable, and leaves you having interesting decisions like "do I burn this Balance for the heal I need now, or do I Spread it and have to delay my heal 5 seconds?" With some rebalancing it could also make a card like Bole more useful, as you would choose between a shield/regen or the longer mitigation.

    Since cards are going to need at least a minor rework with the removal of TP, something like this would provide a great opportunity to diversify the cards we use, so we feel like less of a "Balance Vendor" while also helping us feel less like "WHM with cards."

    For higher end players who avoid healing GCDs as much as possible, this breaks up the monotony of casting Malefic, and when worked into a DPS ability or 2 as well provides impactful decisions, such as deciding between a higher potency nuke, tempting fate with Minor Arcana to get a Lord, or giving the card buff to a DPS.
    (0)
    Last edited by LiliRune; 02-09-2019 at 04:45 PM. Reason: Clarification

  6. #36
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by LiliRune View Post
    I'd love to see a rework where cards become more of a resource, kind of like how Minor Arcana functions.

    You draw cards more often, but have to use them to power your aspected abilities, and possibly a DPS ability as well. Keep the card buffs mostly how they are, but change the redraw time to 5 or 10 seconds or whatever and require a card to be in the draw slot to cast aspected benefic/helios, then consume the card on cast.

    This would mean not only are there no worthless cards, as they are all ammo for casts, but it makes fishing for a specific card more reliable, and leaves you having interesting decisions like "do I burn this Balance for the heal I need now, or do I Spread it and have to delay my heal 5 seconds?" With some rebalancing it could also make a card like Bole more useful, as you would choose between a shield/regen or the longer mitigation.

    Since cards are going to need at least a minor rework with the removal of TP, something like this would provide a great opportunity to diversify the cards we use, so we feel like less of a "Balance Vendor" while also helping us feel less like "WHM with cards."

    For higher end players who avoid healing GCDs as much as possible, this breaks up the monotony of casting Malefic, and when worked into a DPS ability or 2 as well provides impactful decisions, such as deciding between a higher potency nuke, tempting fate with Minor Arcana to get a Lord, or giving the card buff to a DPS.
    This I actually don't mind, the shields and regens are still available, but worked into their card mechanic, and gives you a choice between extra healing or extra rDPS.

    Draw cooldown would have to be decreased a bit though, and perhaps the value of the card effects.
    (0)

  7. #37
    Player
    LiliRune's Avatar
    Join Date
    May 2018
    Posts
    6
    Character
    Lili Rune
    World
    Faerie
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Seraphor View Post
    This I actually don't mind, the shields and regens are still available, but worked into their card mechanic, and gives you a choice between extra healing or extra rDPS.

    Draw cooldown would have to be decreased a bit though, and perhaps the value of the card effects.
    Thank you! Card cooldowns would definitely need to be shorter and balancing done with potencies/effects, which really needs to happen anyway with TP going away. The other benefit with shorter CDs as I mentioned, was that you get more attempts to fish for a specific card for your situation, even if it's slightly less potent for balance.

    You'd also have the majority of your kit untied to this, so you're not without options if you just burned a card, so it would possibly enhance instead of crippling high level play.
    (0)

  8. #38
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Quote Originally Posted by LiliRune View Post
    Thank you! Card cooldowns would definitely need to be shorter and balancing done with potencies/effects, which really needs to happen anyway with TP going away. The other benefit with shorter CDs as I mentioned, was that you get more attempts to fish for a specific card for your situation, even if it's slightly less potent for balance.

    You'd also have the majority of your kit untied to this, so you're not without options if you just burned a card, so it would possibly enhance instead of crippling high level play.
    Only issue I see is coordinating with another AST.
    Currently its easy to see what sect they're in and go with the opposite. With this you'd need to be careful not to waste cards by both going 'shield' at the same time.

    As for the cards themselves, ive thinking:
    Bole and Balance: Shields, same as nocturnal.
    Spear and Arrow: Bonus 10% damage reduction.
    Spire and Ewer: Regen, same as diurnal.
    (0)

  9. #39
    Player
    LiliRune's Avatar
    Join Date
    May 2018
    Posts
    6
    Character
    Lili Rune
    World
    Faerie
    Main Class
    Arcanist Lv 70
    Quote Originally Posted by Seraphor View Post
    Only issue I see is coordinating with another AST.
    Currently its easy to see what sect they're in and go with the opposite. With this you'd need to be careful not to waste cards by both going 'shield' at the same time.

    As for the cards themselves, ive thinking:
    Bole and Balance: Shields, same as nocturnal.
    Spear and Arrow: Bonus 10% damage reduction.
    Spire and Ewer: Regen, same as diurnal.
    I wouldn't want to add RNG to the heals, because this could cause consistency issues in healing. I'd keep the sects, as they're pretty grounded in the lore of the class. It's mostly the idea that you get to use your central mechanic (cards) more often, and integrating them more into your core job functions (healing and DPS) in a way that makes the class play uniquely with more depth and feel powerful in it's own way.

    Plus I figure if you're getting more cards more often, although AoE Balance will always be a powerful option, you begin to weigh decisions like whether overwriting that balance with a Bole on a tank might be situationally strong, or giving a bard a crit card and overwriting his AoE Balance might be a bigger gain. You may even reconsider whether AoE Balance is a bigger gain when you can give it to a single target for double potency, knowing you'll be getting another buff shortly.
    (1)
    Last edited by LiliRune; 02-10-2019 at 01:18 PM. Reason: spelling (sorry!)

  10. #40
    Player Seraphor's Avatar
    Join Date
    Feb 2018
    Posts
    4,620
    Character
    Seraphor Vhinasch
    World
    Zodiark
    Main Class
    Gunbreaker Lv 100
    Speakibg of coordinating with other ASTs, i always find it annoying when my cards get overwritten.
    So I though about having one sect have cards debuff enemies instead, and have included this in my own wishlist:

    Astrologian

    Nocturnal Aspected Helios and Benefic shields to have their potencies increased by 20% with Celestial Opposition or 40% with Time Dilation.

    Benefic cast time reduced to 1.5s. (Same for all healers most basic heal)

    New Spire effect: Reduces MP costs for target by 10%. (still thematically consistent with being paired with Ewer, but can be useful even if target isn't low on MP)

    Celestial Opposition: Now inflicts Stop instead of Stun. Mechanically identical but with a different animation, and if enemy is immune to Stun it can instead inflict Heavy unless also immune to Heavy.

    Sects effect cards: Current effects are present in Diurnal Sect, new effects for Nocturnal Sect target enemies instead of party.
    Balance: Enemy deals 10% less damage for 15s.*
    Bole: Enemy takes 10% more damage for 15s.*
    Spear: Enemy cannot deal critical hits for 15s.*
    Arrow: Enemy’s attack speed is reduced by 10% for 15s. *but certain special moves and phase changes are unaffected
    Ewer: Inflicts a 50 potency DoT for 15s.*
    Spire: Enemy suffers 10% of the damage they inflict on any party members for 15s.*

    Gravity II: Deals damage to all enemies in range (no drop off) damage scales with targets current HP percentage.
    Base potency of 150 plus a bonus of 200 that scales with targets HP%. So at max HP they would suffer 350 potency damage, at 50% HP they’d suffer 250 potency damage, and at 10% HP they’d suffer 170 potency damage.
    (0)

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