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  1. #1
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Cheremia View Post
    *snip to tag you essentially*

    Here's a quote from someone else in another thread...

    Seals are used with this cool new skill called Divination. It increases damage of all party members by 6% for 15 seconds if you have all three types of seals.
    And it has a 3 minute cooldown. In three minutes, you can play up to NINE cards if you use Sleeve Draw. And every three minutes, you only need THREE seals. This means the seals are literally useless 66% of the time. Remember Lilies? I remember.
    Everyone is putting so much stock in this new 'sign' system being such a great thing because it *gasps* lets you give the whole party your 1 single buff now, rather than having to spam-cast it on everyone.. that their ignoring how many cards you can draw in-between uses of the new Divination skill. And given how many cards you can pull in those 3 minutes, vs the 33% chance of getting a 'different' seal each draw... the 'requirement' for having 3 'different' seals is almost moot. And as such, that requirement may as well not exist as your almost guaranteed to 'always' have 3 different seals.


    As for what all of us who LIKED the old system would rather have in place of this single coin-flip and a 3-sided dice (which when all said and done makes no difference 'what' you get as its all the exact same thing.. only with 'slightly' better % of the same buff if done 'well'), I personally like this persons idea.

    Quote Originally Posted by Ceasaria View Post
    If we don't get back the ancient system, here my changes :
    Royal Road and Spread removed, no changes.

    Cards
    Balance : 5% damage, grants 1 solar seal
    Bole : 10% damage reduction, grants 1 solar seal
    Arrow : 5% attack speed, grants 1 lunar seal
    Ewer : 30 potency mana regen, grants 1 lunar seal
    Spear : 5% critical rate, grants 1 celestial seal
    Spire : 10% to all healing actions used, grants 1 celestial seal
    Lord of Crown and Lady of Crown keep the same effect granted in Stormblood.

    Divination
    Activable at least with one seal.
    You can cumulate 3 seals max of each type.
    1 solar seal : 3% damage
    2 solar seals : 6% damage
    3 solar seals : 9% damage
    ----
    1 lunar seal : 3% attack speed
    2 lunar seals : 6% attack speed
    3 lunar seals : 9% attack speed
    ----
    1 celestial seal : 3% critical hit
    2 celestial seals : 6% critical hit
    3 celestial seals : 9% critical hit
    ----

    When you activate Divination :
    - If you have 1 solar + 2 lunar, the team will get 3% damage + 6% attack speed.
    - If you have 2 solar + 2 celestial, the team will get 6% damage + 6% critical hit.
    - If you have 3 solar + 1 celestial + 1 lunar, the team will get 9% damage + 3% critical hit + 3% attack speed.
    - Etc.

    So, the best case would be within 10 draws in 180 sec, to have 9 seals = 3 solar seals + 3 lunar seals + 3 celestial seals which would give 9% damage + 9% attack speed + 9% critical hit to all the team.

    It would be far more interesting and rewarding playing this and dealing with the rng again than what they are trying to give us for ShB.
    (8)
    Last edited by Rahspdoy; 06-01-2019 at 01:15 AM.

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  2. #2
    Player
    Cheremia's Avatar
    Join Date
    Jun 2017
    Posts
    477
    Character
    Awashio Sazanami
    World
    Balmung
    Main Class
    Bard Lv 100
    The sign system itself might be good, it might need a little tweaking.
    We don't know, i have been saying that divination may need ashorter cooldown to actually be worth something.
    Or randomize the seals on each card so it's harder to mix and match. That alone would make it a little more complicated since you never know what card/seal combination you might get. ANd i think that would be the best solution to people who want random.

    The problem, however, is when you are forced to use cards that don't do anything. Arrow would be heavily prefered over Ewer in that case, ewer would be burn fodder to buff your next card.

    Spire would just be foddered since you rarely need more healing other than maybe bigger shields, but not needed.
    The "more healing" effect is exactly what whitemages don't want to have, yet get on everything and anything.

    and Bole would yet again be foddered since balance is balance and balance is unbalanced.

    Yes, they might have uses, i will never talk against it. But situational doesn't work if those situations don't happen.
    I just have been fighting against just drawing ewers/Boles/spires for the last half of orbonne since i got nothing else and nobody needed any of that.
    (0)

  3. #3
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Cheremia View Post

    and Bole would yet again be foddered since balance is balance and balance is unbalanced.
    And yet.. every single card, 'except' for Balance, was removed.

    So if Balance is unbalanced, why make it the 1 and 'only' card we have? just double-sided now instead of single-faced.

    *apparently it wouldnt let me make a new post, so adding to this one*

    Quote Originally Posted by Gemina View Post
    I understand why many are upset by the changes. Even though what your party ultimately wants from you doesn't necessarily take away the fun of how you got there. I'm not arguing that the job's card mechanic hasn't been simplified, or that it is devoid of issues. However one of those issues is not the loss of five effects because nobody cared about them anyway. I also wouldn't worry about Divination as I am confident that those return numbers will be adjusted in the near future. Probably not by 5.0's launch, but I would expect it to happen around 5.1 or 5.2 after they see how things play out initially.
    If no one cared about, or wanted any of the other cards at all, then why even have Astrologist in the game?

    Just buy 99 of these: Braised_Pipira and your all set!

    Instant Astrologist. +8% damage that lasts for 30 minutes, and with the added benefits of not disappearing when you die. Instant cast time, You didnt have to wait for them to get a tripple set of Signs... and frees up a extra place for another DPS in the group!

    Because that is exactly what i feel Astrologist are now. A walking Food buff.
    (11)
    Last edited by Rahspdoy; 06-01-2019 at 03:52 AM.

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  4. #4
    Player
    Cheremia's Avatar
    Join Date
    Jun 2017
    Posts
    477
    Character
    Awashio Sazanami
    World
    Balmung
    Main Class
    Bard Lv 100
    Because Balance is not a CHANCE to do bigger damage like crit up. It is not making you hit a little faster like arrow.
    It is a flat out damage increase with everything you do. Even a little bit does more than a chance to crit more or being a little bit faster.

    If you think balance is anything but unbalanced, you have never thought about how strong balance is. It got nerfed already and it still does the best effect out of all of the cards by default because incresing damage is just good. It's unbalanced in comparison to every other card ast can do.

    Every card will be balance because if every card makes you stronger, no other card can be complained about, no card is bad in comparison, no card can just have a weaker effect since they're all damage up. AND everybody wants balance if they know what it does.

    That is what i mean, balance really is not balanced at all
    (2)

  5. #5
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
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    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Cheremia View Post
    Because Balance is not a CHANCE to do bigger damage like crit up. It is not making you hit a little faster like arrow.
    It is a flat out damage increase with everything you do. Even a little bit does more than a chance to crit more or being a little bit faster.

    If you think balance is anything but unbalanced, you have never thought about how strong balance is. It got nerfed already and it still does the best effect out of all of the cards by default because incresing damage is just good. It's unbalanced in comparison to every other card ast can do.

    Every card will be balance because if every card makes you stronger, no other card can be complained about, no card is bad in comparison, no card can just have a weaker effect since they're all damage up. AND everybody wants balance if they know what it does.

    That is what i mean, balance really is not balanced at all
    And again.. if Balance was ... well.. un-balanced. Then wouldnt the 'logical' thing to do be to CHANGE what balance does? They already were going to have to change what Spire did with the removal of TP. Why did they decide to simply make their 'overpowered card' the 1 and only card you ever get to use from 5.0 onward? Why not change its effect into one that more lines up with the bonuses the other cards did?

    In making Balance the 1 and only card you will 'ever' get, All they have done is turned Astrologists into a Walking Braised Pipira that can heal.
    (2)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  6. #6
    Player

    Join Date
    Dec 2018
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    Ul'dah
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    Quote Originally Posted by Rahspdoy View Post
    And yet.. every single card, 'except' for Balance, was removed.

    So if Balance is unbalanced, why make it the 1 and 'only' card we have? just double-sided now instead of single-faced.

    *apparently it wouldnt let me make a new post, so adding to this one*



    If no one cared about, or wanted any of the other cards at all, then why even have Astrologist in the game?

    Just buy 99 of these: Braised_Pipira and your all set!

    Instant Astrologist. +8% damage that lasts for 30 minutes, and with the added benefits of not disappearing when you die. Instant cast time, You didnt have to wait for them to get a tripple set of Signs... and frees up a extra place for another DPS in the group!

    Because that is exactly what i feel Astrologist are now. A walking Food buff.
    To be fair.. you as an astro were nothing BUT a buff job anyway? Astros were never good until those buffs were fixed. See 3.0 and 4.0 for proof.
    (0)

  7. #7
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
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    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Insertcoins View Post
    To be fair.. you as an astro were nothing BUT a buff job anyway? Astros were never good until those buffs were fixed. See 3.0 and 4.0 for proof.
    Your right, we were a buff job.. a buff job with 'options'. Now, we have no option, its one single buff, a buff you can easily get with a cheep food item that last 300X longer than our buff does, and doesn't even go away when you die. AND is equal to the max bonus we can give.

    The entire card system may as well be removed, and replaced with 2 skills that share a cooldown. One's the Mele DPS buff, one the Ranged DPS buff. Cast either 3 times in a row, it 'procs' into the 'group' DPS buff.

    That's essentially what we now have as a 'Class mechanic'.
    (7)

    War is Hell, and Life becomes a Sin, when young men must fight the wars, that older men begin.

  8. #8
    Player
    Gemina's Avatar
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    Mar 2016
    Location
    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Rahspdoy View Post
    *apparently it wouldnt let me make a new post, so adding to this one*



    If no one cared about, or wanted any of the other cards at all, then why even have Astrologist in the game?

    Just buy 99 of these: Braised_Pipira and your all set!

    Instant Astrologist. +8% damage that lasts for 30 minutes, and with the added benefits of not disappearing when you die. Instant cast time, You didnt have to wait for them to get a tripple set of Signs... and frees up a extra place for another DPS in the group!

    Because that is exactly what i feel Astrologist are now. A walking Food buff.
    Again, this comes as a surprise to me that this is such an epiphany for many of you. I mean, why do you think your parties always preferred you over WHM since late HW? Did you think it was because you feel you can heal better than they can, or somehow bring more pDPS? Did you think it was because of Synastry, Lightspeed, Essential Dignity, Earthly Star, or Collective Unconscious? Did you think it was because of your access to the Bole, the Spire, the Ewer, or the Arrow?

    This is why earlier I said the core concept of AST has not changed with these 5.0 job actions, and that you're still going to be able to do what you've been doing for an entire expansion: Increase rDPS. Despite the ridiculous amount of utility AST currently has, this is the sole reason why you are chosen over WHM and will continue to be. If it was taken away in 5.0, you would be replaced by WHM because at least they will be able to increase damage reduction for the raid, and also very likely bring more pDPS.

    The complexity of the current card system that is going away will only be missed by the AST's who enjoyed the fishing. You feel like the job has been disemboweled yet it will still have a warm seat waiting for them in the meta. Would you like to take a guess why? The answer is in your closing statement.
    (2)

  9. #9
    Player
    Punslinger's Avatar
    Join Date
    Oct 2015
    Posts
    126
    Character
    Adela Skychaser
    World
    Lamia
    Main Class
    Dancer Lv 93
    Quote Originally Posted by Gemina View Post
    The complexity of the current card system that is going away will only be missed by the AST's who enjoyed the fishing.
    "Why do people waste time going fishing? Don't they know they can just, like, drive to the store and buy fish?"

    Yes, the fishing was a big part of what made AST engaging. It certainly wasn't the healing, because every healer's toolkit is absurdly powerful relative to the pitiful amounts of incoming damage in FF14's fights. It certainly wasn't our mindless DPS "rotation" consisting of one button we push over and over and over and over and over and over and over. The ONLY unique and even remotely engaging thing about AST was the card system and the tools (TiDi, CelOpp) it had for playing with buffs. Otherwise, it's just a WHM reskin.

    You said that "cards aren't jobs" and that we can't just have all BLMs because not everybody likes the BLM playstyle. Yet you see no problem with all three healers playing exactly the same way in 5.0? Having exactly the same "one DoT, one spammable nuke" DPS rotation that AST currently suffers from? Having no pet (SCH) or card RNG (AST) to manage during the fight, and instead just mindlessly pushing buttons to make moar deepz? SCH and AST are essentially glamours for WHM at this point, from the perspective of piloting the job (because I know you're going to bring up Chain Strategem and always-on Balance as "reasons we should ackschulallyly be happy because meta").

    There is a vast middle ground between the status quo and the "everything's a Balance" abomination that is Nu-AST. Maybe, just maybe, Balance should have been nerfed instead of copy/pasted onto the other five cards? Maybe, just maybe, engaging gameplay is more important than raw effectiveness? Maybe, just maybe, if we can find room for ten different DPS playstyles, it's possible to find room for three different healer playstyles?

    Nah. Don't ask questions, just draw cards and get excited for next cards.
    (14)
    Last edited by Punslinger; 06-01-2019 at 04:15 PM.

  10. #10
    Player
    Gemina's Avatar
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    Mar 2016
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    Dravania
    Posts
    5,778
    Character
    Gemina Lunarian
    World
    Siren
    Main Class
    Scholar Lv 100
    Quote Originally Posted by Punslinger View Post
    Yes, the fishing was a big part of what made AST engaging. It certainly wasn't the healing, because every healer's toolkit is absurdly powerful relative to the pitiful amounts of incoming damage in FF14's fights. It certainly wasn't our mindless DPS "rotation" consisting of one button we push over and over and over and over and over and over and over. The ONLY unique and even remotely engaging thing about AST was the card system and the tools (TiDi, CelOpp) it had for playing with buffs. Otherwise, it's just a WHM reskin.
    I understand that frustration, and know how it feels to have your job gutted. Thing is though a lot of those card buffs were going away one way or the other. We simply could not continue with AST and SCH being able to increase dmg, crit, and speed. Those are all variations of a rDPS increase. Plus they can also increase rDEF on top of that. What truly makes zero sense is they didn't give at least AoE haste to WHM, or AoE cleanse from SCH to WHM? These stay in the realm of their 'pure healer' concept and they just blasted them into space.

    You said that "cards aren't jobs" and that we can't just have all BLMs because not everybody likes the BLM playstyle. Yet you see no problem with all three healers playing exactly the same way in 5.0? Having exactly the same "one DoT, one spammable nuke" DPS rotation that AST currently suffers from?
    This is a separate issue. I know it is relative to your statements, but answering the questions would veer things off topic. However, I did brush over my thoughts on AST DPS in my initial post in the thread.

    There is a vast middle ground between the status quo and the "everything's a Balance" abomination that is Nu-AST. Maybe, just maybe, Balance should have been nerfed instead of copy/pasted onto the other five cards?
    The problem IS the Balance. It's a virus within the card system. I actually think letting healers have any form of rDPS is implosive for the healer role in general. The balance is ironically preventing the balance. I think the cards should have different effects too, but none of them are a rDPS increase. Leave that for the DPS. They should get healer related buffs: MP refresh, AoE cleanse, mDEF increase, increased healing from healing magic, ogcd heal, self-haste; there are all kinds of effects they can give to those cards, even if they wanted to keep the 3-seal system they're going with. But I can't emphasize or repeat enough that rDPS increase from healers needs to go away completely.
    (5)

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