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  1. #1
    Player
    Blueyes's Avatar
    Join Date
    Jul 2011
    Location
    Gridania
    Posts
    523
    Character
    Blue Plenilune
    World
    Diabolos
    Main Class
    Blue Mage Lv 80
    Quote Originally Posted by KanameYuuki View Post
    Only potency buffs as expected, I wish they would give up with the new card system, at the very least AST should be less miserable when healing, and Sleeve Draw won't feel clumsy anymore.
    Unfortunately, we are likely going to be stuck with the current card system for a very, very long time. Reverting back to the old system wouldn't have happened this early into the expansion, and if I'm being honest, I don't expect such a change to occur in patch 5.1 either, if at all.

    One thing to note about Shadowbringers is that SE has taken measures to reduce pre-pull setup. This is why Scholar can't use Aetherflow outside of combat and why Summoner rely on Energy Drain now. Though not a bad design philosophy, it conflicted with certain preexisting job mechanics. Astrologian was most affected by this. Royal Road, Spread, and the old Minor Arcana that could hold a card separate from Draw were all mechanics that could be setup before a fight starts. I'm almost surprised that we're still allowed to draw cards outside of combat. This may even explain why the cards themselves have been changed. Some groups may opt to wait until Balance is drawn before beginning a fight which could take time to fetch depending on luck. Now, it hardly matters what card you start with, aside from a preference for a melee or ranged card.

    I certainly won't say that SE was in the right to make remove these elements from Astrologian, but I do think their desire to reduce pre-pull preparation was a big reason why Astrologian received such a drastic change to the card system. Reverting to the old system would mean going back on their objective for Shadowbringers. And SE can be stubborn, particularly when it comes to healers.

    The least they could do is bring back unique effects for each card. That's priority number one in my book. It's something they might be able to manage before the release of the next expansion, I hope.
    (6)

  2. #2
    Player
    Yuki_Murasaki's Avatar
    Join Date
    Mar 2019
    Posts
    10
    Character
    Yukiharu Murasaki
    World
    Typhon
    Main Class
    Astrologian Lv 80
    I’ve been playing AST since I started 2 years ago. Here’s my humble feedback of 5.05 after a day with only dungeons. I’m a mediocre player at best & I’m one of those who didn’t mind the new card system.

    - Overall more comfortable AoE healing. AST’s healing on the whole has improved, me feels.
    - Speedier Gravity is always nice.
    - Celestial Opposition is useful now! With the reduced cool down, I’m using it a lot more. I kinda also use it after Collective Unconscious to make up for it’s nerf.
    - Sleeve Draw is much speedier now. I’m still getting used to it. But I imagine it’ll pretty decent once I do.
    - MP is still an issue. I’ve only ran dungeons & I’m already constantly using Lucid Dreaming. I’d imagine it’ll be spicier in raids.
    - Divination with shorter cool down is good. But it still feels “meh”.
    - Card buffs on itself stayed somewhat the same. I’m not too sure if card buffs are comparable to WHM’s personal DPS. Or SCH, even more so now that they’ve gotten back energy drain. I’m guessing raids will still prefer WHM/SCH combo.
    (1)

  3. #3
    Player
    Miziliti's Avatar
    Join Date
    Jul 2015
    Posts
    142
    Character
    Tezu Silvin
    World
    Leviathan
    Main Class
    Culinarian Lv 80
    Since 5.05 revived AST as a proper healer. I got it to lvl 80 and play test for awhile.

    Healing wise, AST don't feel weak anymore, so that's a good thing, but there are still some areas need balancing.

    Single card buff that lasts for 15s is still a waste of my time. Outside of seals fishing for divination, my malefic IV matters more than single card buff on the right person. Once I no longer care to fish for all 3 types of seals, the require effort for activating divination with just 2 types feels both smoother and actual usage becomes quite frequent.

    Noct sect is just as inferior as it were in SB. Shield value staying the same as SB is too weak for my taste. Neutral sect can basically cover the situation where you feel shield is needed. Diurnal Celestial Intersection's shield is almost always available to cover tank buster which eliminates the benefit of Noct AB. Ironically, Noct CI's 15s regen aren't really enough to heal for anything with it's 30s cd. Noct sect has been removed from my bar for now. If two diurnal AST can take turn to neutral sect, noct sect really doesn't matter that much. Noct sect needs a greater rework.
    (7)

  4. #4
    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 Miziliti View Post
    Since 5.05 revived AST as a proper healer. I got it to lvl 80 and play test for awhile.

    Healing wise, AST don't feel weak anymore, so that's a good thing, but there are still some areas need balancing.

    Single card buff that lasts for 15s is still a waste of my time. Outside of seals fishing for divination, my malefic IV matters more than single card buff on the right person. Once I no longer care to fish for all 3 types of seals, the require effort for activating divination with just 2 types feels both smoother and actual usage becomes quite frequent.

    Noct sect is just as inferior as it were in SB. Shield value staying the same as SB is too weak for my taste. Neutral sect can basically cover the situation where you feel shield is needed. Diurnal Celestial Intersection's shield is almost always available to cover tank buster which eliminates the benefit of Noct AB. Ironically, Noct CI's 15s regen aren't really enough to heal for anything with it's 30s cd. Noct sect has been removed from my bar for now. If two diurnal AST can take turn to neutral sect, noct sect really doesn't matter that much. Noct sect needs a greater rework.
    Especially as CI's Diurnal shield is almost as strong as Noct A. Benefic.

    But AST's regens don't stack like AST+WHM do, so with two ASTs is still best to alternate sects. Someone has to draw the short straw.
    (1)

  5. #5
    Player
    Lumy's Avatar
    Join Date
    May 2019
    Posts
    18
    Character
    Cellestitte Arendell
    World
    Omega
    Main Class
    Conjurer Lv 50
    Well, that leads me. To the next question then: now that 5.05 has rolled out, what's the next release schedule plan?

    Or in other words, given the strong consensus that people just want the old card system back, is there ANY hope to get some hard changes to AST before the next expansion?
    (6)

  6. #6
    Player
    Arcari's Avatar
    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    91
    Character
    Arcari Arkhel
    World
    Ultros
    Main Class
    Arcanist Lv 80
    Anyone that's still holding on to hope that the old card system is coming back... I don't know what to tell you at this point.
    (6)

  7. #7
    Player
    NorthernLadMSP's Avatar
    Join Date
    Jan 2014
    Location
    Limsa Lominsa
    Posts
    3,537
    Character
    Adore Mi
    World
    Jenova
    Main Class
    Dancer Lv 90
    It is truly hilarious to me that in a game where 95% of the population is DPS obsessed, we have people crying over the fact that all of the cards are now damage up cards.
    (6)

  8. #8
    Player
    galbsadi's Avatar
    Join Date
    Jun 2017
    Location
    Limsa Lominsa
    Posts
    291
    Character
    Galbsadi Nailo
    World
    Halicarnassus
    Main Class
    Scholar Lv 100
    Quote Originally Posted by NorthernLadMSP View Post
    It is truly hilarious to me that in a game where 95% of the population is DPS obsessed, we have people crying over the fact that all of the cards are now damage up cards.
    Sometimes things other than 'damage up' can actually provide better optimization...even for doing damage.

    For example, if a BRD gets extra procs from crits on their songs....crit might be more damage than damage up.

    For example, if a boss does a heavy aoe attack and Bole-Spread might keep people alive....living dps do more damage than damage up.

    For example, if you have the best player ever who keeps running into stupid and dying...Ewer to pick them back up might be more damage than damage up (might in this case b/c they also might just be a waste of MP).

    For example, if you also have a dancer in your party and the arrow can allow one more attack to be squeezed in under technical finish...that might be more damage than 'damage up.'

    I mean, that shouldn't be super-surprising when you already elsewhere in this forum have conversations about how in a WHM/SCH pairing it could potentially be a rDPS gain to have the SCH not DPS as much...because that allows the WHM (who has higher pDPS capabilities) to DPS more.

    Further, all of these provide some versatility and some interesting gameplay alternatives.
    (12)

  9. #9
    Player
    Miziliti's Avatar
    Join Date
    Jul 2015
    Posts
    142
    Character
    Tezu Silvin
    World
    Leviathan
    Main Class
    Culinarian Lv 80
    My biggest problem with the new card buff is how badly adjusted it is. I almost forgot the info of old cards and had to google for a bit. Thank god the old info are still available.
    http://www.ffxivinfo.com/job/astrologian.php

    Take a look at the balance, bole, arrow, and spear. These main buff cards no matter their effect, they all have base duration of 30s. When using card on a single person, I could also use time dilation to add 15s.

    The new cards even thought they are all damage buff, they lasts only a pathetic 15s with no way to extend. I said new cards are a waste of time is because so far when I played DPS with AST in party, the 15s buff feels like nothing at all. Imagine someone lift you high up and immediately drops you to the ground. That's how I felt as DPS given buff by AST now. It is not long enough to feel the impact. It's a rather depressing feel than good feel.

    Divination though it is now more frequent with shorter cd, it's still a pathetic 15s buff that comes and goes like a blowing wind.

    If new cards have the same 30s duration, I would be more indifferent towards the whole new vs. old thing.

    Not gonna lie, I never liked handing out cards one by one. Outside of 4 man dungeon, it's aoe royal road or GTFO.
    (10)

  10. #10
    Player
    BahamutxD's Avatar
    Join Date
    Feb 2014
    Location
    Limsa Lominsa
    Posts
    59
    Character
    Bah Lizi
    World
    Ragnarok
    Main Class
    Astrologian Lv 90
    All I know is this card system won't be around for longer than 1 expansion. Not without a big rework atleast.


    What are the options for 6.0 for this system. To add a new card that basically does the same with a new skin? To add 1-2 more actions/system increasing the already large amount of buttons dedicated to cards? To add different effects to each card which is basically a half rollback to the old system?

    Part of this issue is Divination, which is an skill that serves the only purpose to burn 3 seals (cards) into a bigger damage buff (redundant as that is what we are doing all the time) - Why are we wasting a skill/hotbar slot for this? This is forcing us to have the 7th skill Undraw. Thats 2 skills that can be optimized into something else.

    The following is just something I came up with after 5 mins of thought. I'm sure game designers can to better.

    · Make Minor Arcanas act as divination once you have 3 seals? Whenever you have 3 seals, you can burn a card into "Empowered" Minor Arcana and use it as it were Divination. Lady could had an AoE effect and Lord a single target more powerfull effect.

    · Remove the melee/ranged limitations on cards and make seals reset to 0 if you don't get the best combination (3 different seals - they could add other combinations...). This promotes the use of Minor Arcana which should be changed to have 2 different effects, just like the last suggestion, one AoE and the other single but more powerfull.

    · Lastly - Fusion Draw+Play like it's been suggested several times and we just cutted 3 card skills out leaving 4 skills for a system that works similar to the actual one but more streamlined/fluid.


    · Additionally they could even remove Redraw and let RNG do it's thing but that may not be liked by many, it would add more pressence to Minor Arcanas though.


    If they wanted to make things easier and more fluid they could have done it but they clearly searched for something else this time (dumb down AST card system for easier balance) and the result is the dissaster we got.
    (0)
    Last edited by BahamutxD; 07-31-2019 at 10:12 PM.

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