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  1. #291
    Player
    Physic's Avatar
    Join Date
    Apr 2011
    Posts
    2,616
    Character
    Bladed Arms
    World
    Balmung
    Main Class
    Monk Lv 70
    Quote Originally Posted by Cyrocco View Post
    This matters because raid healers only use damage utility and new healers don't know how to adapt to situations.

    Astrologians who regularly matched a buff to the proper Job were likely in the minority.



    From the highest tiered content to the lowest leve, once you're used to it, you don't need situational. This is how XIV works.



    What a coincidence, Ewer, Spire, and Bole usage aren't the majority of cast cards, should I just ignore them?

    ---





    I'm not really going to entertain an argument on this point, because I haven't stated an opposing opinion, so I don't know who this is directed at.

    ---

    All things said and done, you prefer the old system, and I'd like to see what SE can do the the new one, and because I hope to see the cards changed from pure DPS buffs, to something other than cards that saw pitiful amounts of use.
    keep in mind, those cards not being in use in savage was a specific case for those savage designs. As you said at some point, thier lack of use had more to do with encounter design, and who you were playing with. Since that meta changes with every balance patch and new content, it's kind of eh to alter a class on that basis.

    the real reason they killed these abilities wasn't because balance was nice, they killed it because they wanted to remove most synergies, except from dancer. They don't want uniquebuffs and interactions other healers can't duplicate other than a simple dps buff. Increasing crit for example has the potential to make an astro/mnk/mnk party behave in a very unique way. Skill speed likewise has the potential to be crazy, depending what they do with other jobs.

    i understand why they did it, but i think such synergies and unique job combos are more entertaining than thier loss is worth for players overall. Also i don't think pure healing as they currently design it is different enough to warrant 3-4 different jobs if they don't have more unique skills and more to do other than heal.
    (1)

  2. #292
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Why does AST have 6 actions devoted to a simple damage up 3/6% buff?
    (11)

  3. #293
    Player
    BahamutxD's Avatar
    Join Date
    Feb 2014
    Location
    Limsa Lominsa
    Posts
    59
    Character
    Bah Lizi
    World
    Ragnarok
    Main Class
    Astrologian Lv 90
    Quote Originally Posted by sharazisspecial View Post
    Why does AST have 6 actions devoted to a simple damage up 3/6% buff?
    Why even Minor Arcanas were changed to damage buffs? Couldn't they just adjust values if they were such an issue?

    The whole card system is so dull right now. Are we condemned to only have damage cards forever?

    I want combination of cards, combos, versatility, fun... this is depressing.
    (6)

  4. #294
    Player
    sharazisspecial's Avatar
    Join Date
    Mar 2011
    Posts
    672
    Character
    Bunny Boo
    World
    Excalibur
    Main Class
    Conjurer Lv 60
    Quote Originally Posted by BahamutxD View Post
    Why even Minor Arcanas were changed to damage buffs? Couldn't they just adjust values if they were such an issue?

    The whole card system is so dull right now. Are we condemned to only have damage cards forever?

    I want combination of cards, combos, versatility, fun... this is depressing.
    Its funny SE's form of balancing is to make WHM and SCH swap roles.

    SCH now the strongest healer with lots of healing tools
    WHM is the strongest dps healer dropping 900 potency nukes while having lots of oGCD healing.

    AST is the weakest healer now imo, they lack healing tools, have basic utility and lack personal dps.
    Instead of simplifying the card system they need to rework AST.
    (4)
    Last edited by sharazisspecial; 07-05-2019 at 09:40 AM.

  5. #295
    Player
    CarnivalNights's Avatar
    Join Date
    Aug 2013
    Location
    The desert one
    Posts
    160
    Character
    Freis Lavande
    World
    Leviathan
    Main Class
    Scholar Lv 80
    Quote Originally Posted by sharazisspecial View Post
    Why does AST have 6 actions devoted to a simple damage up 3/6% buff?
    When you simplified it that way, it made me understand the anger.
    (8)

  6. #296
    Player
    Melikka's Avatar
    Join Date
    Jul 2015
    Posts
    17
    Character
    Neyria Apple
    World
    Ragnarok
    Main Class
    Conjurer Lv 30
    Quote Originally Posted by Suishouhime View Post
    Being able to make those quick, on-the-fly decisions with the cards feels great because we put in the work to know which cards worked when, and had become so familiar with the system that we didn't have to think anymore - we made those decisions instinctively and felt good about it.
    This though! This so much!
    This is excalty why I played and loved Astro. Mini-Decision making between healing and dps-ing.
    You sum it all up so well.
    (1)

  7. #297
    Player
    Stellafreyja's Avatar
    Join Date
    Jan 2018
    Posts
    75
    Character
    Stellafreyja Nox
    World
    Cactuar
    Main Class
    Astrologian Lv 90
    I've been thinking more about Astro changes. I still do enjoy the card changes and seals are cool. Any issues with potencies, durations, ranges, can be fixed very easily. I'm not worried about that. However, the more I think about our gauge/mechanics, the more I noticed that nothing changes.

    We have our entire card system at LV50. And then nothing changes (significantly) all the way through LV80. Sleeve Draw barely changes anything. You just draw cards faster. From HW to SB we gained Minor Arcana which changed our cards slightly. It was interesting. But now Minor Arcana is LV50. Honestly, there needs to be something else than can be done with our cards/seals. Other jobs mechanics don't change significantly, but like they'll get a new skill that uses their resource or something that lets them manipulate it more.

    I had made a thread on Twitter talking about some changes, like having new Divinations based on what seals you have (3 Solar, 3 Lunar, 3 Celestial) and giving the damage up and also Direct Hit, Crit, and Skill/Speed Speed, respectively. But my issue is that people will just find what's the "best" and use only that. And then there would be trying to make 3 unique seals comparable.

    tl;dr: I think cards and seals have a good foundation, but they need more depth.
    (1)

  8. #298
    Player
    HyoMinPark's Avatar
    Join Date
    Feb 2016
    Location
    Lavender Beds, Ward 13, Plot 41
    Posts
    7,339
    Character
    Hyomin Park
    World
    Cactuar
    Main Class
    Sage Lv 92
    Edit incoming
    (0)
    Sage | Astrologian | Dancer

    마지막 날 널 찾아가면
    마지막 밤 기억하길

    Hyomin Park#0055

  9. #299
    Player
    DarkDaifuku's Avatar
    Join Date
    Jul 2018
    Posts
    74
    Character
    Azuki Daifuku
    World
    Excalibur
    Main Class
    Astrologian Lv 80
    AST is just weak now...I can do more in a WHM now when clearing dungeons. I can Holy spam while using Regen and Divine Benison to keep tank alive, throw in a Tetragrammaton or Afflatus Solace with out changing the target.

    In AST I have to click the enemies before I can cast Gravity, click tank very 15 sec to keep the HoT, draw card, click a dps, then play it with a different icon. All this work for only 6% buff on a single dps lasts 15 sec? This could have been a lot better if draw and play act like the old system in one icon. And raid buff only every 180 sec is just crippling.

    Celestial Opposition is another crippling as well, 100 Potency heal plus a weaker Sect affect, and it has a 120sec CD.
    AST now feel likes a WHM with weak cards that most likely did less to the party than the extra raw dps of WHM.
    This is like cutting 3 fingers off your hands because you have 11 fingers, and those 3 includes both thumb.

    This could be a lot better if:
    1. Divination does not have CD and last 30 sec.
    2. Change back the affect and duration of cards.
    3. Minor Arcana need a rework, or bring back the old dps/heal card.
    4. Or just give us have the old card system that worked perfectly fine.

    SE please don't make the AST a black spot on this great expansion.
    (2)

  10. #300
    Player
    kartana's Avatar
    Join Date
    Feb 2015
    Posts
    64
    Character
    Celicy Darian
    World
    Odin
    Main Class
    White Mage Lv 80
    Played some more 71+ leveling dungeons and I like it less and less. Having all three seals lined up and then having to wait endlessly for Divination to come up while at the same time having to press three freaking buttons to throw out minor arcanas almost feels broken. I don't understand how they tested this and thought "yeah, that feels good". I just don't get it. They should buff Divination (shorten the cd and make it stronger) and remove the minor arcana stuff completely or at least change it back like it was before, make it more situational where you can store it (heal or dmg) and use it later. Minor arcana is probably one of the most hideously clunky mechanic in this game currently. Three buttons for one cast... why? WHY?!
    (3)

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