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  1. #561
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by TankHunter678 View Post
    Given the existing lore of the cards it would be better to swap spear and arrow. Spear lorewise creates a critical moment that opens the path to victory, hence why it gave crit. Arrow hastened the target to be swift. So Spear would be the crit card in this idea, while Arrow would be the card to either enhance the heals the target receives (hastening the effects of healing magic, just like how spellspeed increases the potency of HoTs) or grants the target a fairly nice dodge buff (hastens the reaction times of the person to make them better able to avoid damage) which would make then different flavors of damage reduction.
    I actually wanted to change Crit to Direct Hit because it would be a little unfair synergy wise to WHM, as Crit would benefit Chain Stratagem too much. Also I ended up tossing the idea into the feedback page because I'm honestly quite happy with the idea and really hope someone sees it and maybe pulls ideas from it, even if not directly the same concept. I'm not entirely sure where that would leave Spear if we want to be as true to the lore as possible, but I think creating a critical moment can be interpreted in some interesting ways. Personally, I'm fine with whatever cards taking up whichever effects, so long as it's something everyone can be happy with.
    (0)

  2. #562
    Player
    TankHunter678's Avatar
    Join Date
    May 2016
    Posts
    873
    Character
    Selena Zensh
    World
    Siren
    Main Class
    Machinist Lv 80
    Quote Originally Posted by ty_taurus View Post
    I actually wanted to change Crit to Direct Hit because it would be a little unfair synergy wise to WHM, as Crit would benefit Chain Stratagem too much. Also I ended up tossing the idea into the feedback page because I'm honestly quite happy with the idea and really hope someone sees it and maybe pulls ideas from it, even if not directly the same concept. I'm not entirely sure where that would leave Spear if we want to be as true to the lore as possible, but I think creating a critical moment can be interpreted in some interesting ways. Personally, I'm fine with whatever cards taking up whichever effects, so long as it's something everyone can be happy with.
    It would honestly be better to turn Balance into Direct Hit. The problem with balance was that it being a general purpose damage increase simply made it overshadow the other DPS cards which were still good if situational, as while the other cards were situational Balance was not. Direct Hit is still a general purpose damage increase like Crit is, but it is still only a chance at extra damage. This would put it more in line with the Crit of Spear.
    (11)

  3. #563
    Player
    Edaniel's Avatar
    Join Date
    Aug 2013
    Location
    Limsa Lominsa
    Posts
    14
    Character
    Rodane Wolfmaw
    World
    Hyperion
    Main Class
    Thaumaturge Lv 27
    Quote Originally Posted by ty_taurus View Post
    -snip-.
    I actually really like this.
    (0)
    Last edited by Edaniel; 08-11-2019 at 04:24 PM. Reason: Edit: Misread something.

  4. #564
    Player
    ty_taurus's Avatar
    Join Date
    Sep 2013
    Location
    Limsa Lominsa
    Posts
    3,647
    Character
    Noah Orih
    World
    Faerie
    Main Class
    Sage Lv 90
    Quote Originally Posted by TankHunter678 View Post
    It would honestly be better to turn Balance into Direct Hit. The problem with balance was that it being a general purpose damage increase simply made it overshadow the other DPS cards which were still good if situational, as while the other cards were situational Balance was not. Direct Hit is still a general purpose damage increase like Crit is, but it is still only a chance at extra damage. This would put it more in line with the Crit of Spear.
    I see what you're saying and you've made some great points. Thank you on that
    (4)

  5. #565
    Player
    Punslinger's Avatar
    Join Date
    Oct 2015
    Posts
    127
    Character
    Adela Skychaser
    World
    Lamia
    Main Class
    Dancer Lv 93
    Quote Originally Posted by ty_taurus View Post
    If the problem was the lack of consistency, why don't we just delete Draw/Play/Redraw altogether and do something that returns the unique card effects but in a way that can be controlled.

    Here's an example of what I mean:
    I wish it were possible to "like" a post more than once.

    In fifteen minutes, you have created a far better design than the dev team did in two years. That alone should prove that nobody on the team has any clue what to do with healer design.

    It removes "useless" cards, it gives players more control over their utility, it is balanced, and it even keeps that shiny new seal system the dev team shoehorned into the class for ShB.

    Add TiDi and old-school CelOpp back to the job, and it'd be fun to play again.
    (5)

  6. #566
    Player
    Boomsmash's Avatar
    Join Date
    Apr 2018
    Posts
    63
    Character
    Arasgar Horo
    World
    Brynhildr
    Main Class
    Red Mage Lv 80
    It's just funny how many were apparently angry with AST's minigame.

    AST was "do something with this random card".
    SCH was "control your minion".
    WHM was/is? "combo up to a blast!"

    Some said it was too complex and unbalanced. From that point of view, the new AST minigame is a Dev table flip.

    Durations went down. Potencies went down. Effects reduced to 1. UI went busy and confusing. Amount of button pressing required went up. SFX went up a tiny bit to make those that are easily distracted feel more powerful. Lore completely disregarded. Pretty sure the job quests that teach you the constellations haven't been updated at all, which is the bare minimum if you're going to make this big of a retcon.

    Sorry, that was a long winded way of saying the job just needed a tweak or two and the dev team threw in a hand grenade instead.

    Protip: If there's one thing that's being sought to the exclusion of the rest, either raise the rest or nerf that one thing. Don't nerf the whole thing.
    (14)

  7. #567
    Player
    Faxmonkey's Avatar
    Join Date
    Jul 2015
    Posts
    11
    Character
    Lyra Sorell
    World
    Shiva
    Main Class
    Astrologian Lv 80
    Quote Originally Posted by Boomsmash View Post
    It's just funny how many were apparently angry with AST's minigame.

    AST was "do something with this random card".
    SCH was "control your minion".
    WHM was/is? "combo up to a blast!"

    Some said it was too complex and unbalanced. From that point of view, the new AST minigame is a Dev table flip.

    Durations went down. Potencies went down. Effects reduced to 1. UI went busy and confusing. Amount of button pressing required went up. SFX went up a tiny bit to make those that are easily distracted feel more powerful. Lore completely disregarded. Pretty sure the job quests that teach you the constellations haven't been updated at all, which is the bare minimum if you're going to make this big of a retcon.

    Sorry, that was a long winded way of saying the job just needed a tweak or two and the dev team threw in a hand grenade instead.

    Protip: If there's one thing that's being sought to the exclusion of the rest, either raise the rest or nerf that one thing. Don't nerf the whole thing.
    The whole healer rework is odd. They stated that 1) they don't want healers to dps anymore 2) don't like fishing for RR Balance. As of 5.05 healers still mostly DPS, AST has mini balance all time, SCH (the fun healing dps class) is as boring as the other two. I don't call that a success really. I mean an AST has solo healed Eden 4 savage within 2 week, even if that is a very good player with a very good static, that means that healing is basically a snoozefest.
    Turns out you don't need the 6 or 7 more healing abilities that WHM & SCH have at all, which in turn means why take them anywhere when you can have double damage buff that will scale with gear progression ?
    (6)

  8. #568
    Player
    BahamutxD's Avatar
    Join Date
    Feb 2014
    Location
    Limsa Lominsa
    Posts
    59
    Character
    Bah Lizi
    World
    Ragnarok
    Main Class
    Astrologian Lv 90
    To start with they didn't need to rework healers at all if they want them to DPS less or none at all.

    The key here is to rework encounters in the game so there are more unavoidable damage aswell as increased incoming damage overall. That'll force healers to actually heal. It's just a matter of balancing the amount and pace of the incoming damage and you will have healers more/less bussy.

    The issue with that is that it would require a lot of work from their side and that would increase the game difficulty a notch... or two.

    Another thing is that they should stop giving healers oGCDs. It's good to have 1 or 2 but if you keep giving healers more and more oGCDs you are just opening more and more windows for them to deal damage... to the point where you find healers now "failing" at their job if they can't handle healing just with oGCDs.

    They either have to accept their error/lack of planning-design or straight forward say they lied to us and just wanted to make healers a boring class to DPS with in the hopes that people would stop doing it.

    The situation is not fun at all. I am not playing a healer this expansion anymore... not because I am angry but because I don't enjoy it anymore.
    (9)

  9. #569
    Player
    Ubbernaut's Avatar
    Join Date
    Aug 2019
    Posts
    15
    Character
    Reinan Ohood
    World
    Cerberus
    Main Class
    Gunbreaker Lv 70
    Quote Originally Posted by BahamutxD View Post
    Another thing is that they should stop giving healers oGCDs. It's good to have 1 or 2 but if you keep giving healers more and more oGCDs you are just opening more and more windows for them to deal damage... to the point where you find healers now "failing" at their job if they can't handle healing just with oGCDs...
    Absolutely!

    Its so bizzare when our GCD heals are purely for emergencies, where our oGCDs are generally the best and easiest way to top off tanks.

    Why are these 'emergency' heals as strong if not stronger than our main slow casting heals is beyond me. Yet the whole situation of healers DPS, healers not having anything to do is purely due to these abilities being so potent and readily available at just about any time. (AND save mana making them BY FAR the best healing abilities to boot).

    Gutting the oGCD potencies as painful as it seems would actually get healers healing using their gcd's.
    (1)

  10. #570
    Player
    KanameYuuki's Avatar
    Join Date
    Jun 2017
    Posts
    153
    Character
    Yuuki Kaname
    World
    Faerie
    Main Class
    Astrologian Lv 80
    More often I see this on the JP side.

    Draw should be done automatically, there is no surprise anymore when Drawing, and the less clumsy the new system is, the better for everyone.
    (6)
    Last edited by KanameYuuki; 08-15-2019 at 02:40 AM.

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