"Tell me my future Astrologian"
[Hovers hand over cards]
"You will be a great warrior, here's some damage, NEXT!"
"Tell me my futu-"
"Damage for you too, shut the door behind you. Anyone else for damage? Damage anyone? "
"Tell me my future Astrologian"
[Hovers hand over cards]
"You will be a great warrior, here's some damage, NEXT!"
"Tell me my futu-"
"Damage for you too, shut the door behind you. Anyone else for damage? Damage anyone? "


I'm still of the mind that they should have simply simplified the old card system.
Like, instead of having your Draw/Redraw/Undraw + Spread/Undraw Spread + Royal Road/Empty Road + Minor Arcana
Where you're fishing for Spire/Ewer to Royal Road and then Balance to use.
Instead just have the cards split into 4 pairs:
Draw Lunar Card: Ewer/Bole - For MP regen/Mitigation (Or HP regen if you wanted mirrored effects)
Draw Solar Card: Balance/Spear - For raw damage/Crit chance
Draw Celestial Card: Arrow/Spire - For SkS/SpS
Draw Minor Arcana: Lord/Lady of Crowns - For a damage skill that heals in an AoE around the target/For a healing skill that deals damage in an AoE around the target
That way, you still can condense cards down, so you're only "Fishing" between 2 cards, with similar effects which improves consistency, but you maintain that aspect of AST where you react to which card you draw and who you want to use it on.
If they wanted to avoid having so many people using aoe balance they could have just removed RR altogether, heck they did and instead we got the seals system which I really like the idea of it, why make every card the same, and honestly if balance was so much of a problem, then just out right delete it for all I care, I rather lose one card than all 5 of them and keep the dmg buff on seals.
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.
If only SE would listen to you.
Last edited by KanameYuuki; 06-01-2019 at 09:20 AM.
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