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  1. #11
    Player
    Kalise's Avatar
    Join Date
    Dec 2018
    Posts
    1,784
    Character
    Kalise Relanah
    World
    Cerberus
    Main Class
    Gunbreaker Lv 80
    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.
    (3)

  2. #12
    Player
    KanameYuuki's Avatar
    Join Date
    Jun 2017
    Posts
    153
    Character
    Yuuki Kaname
    World
    Faerie
    Main Class
    Astrologian Lv 80
    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.

    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.

    If only SE would listen to you.
    (3)
    Last edited by KanameYuuki; 06-01-2019 at 09:20 AM.

  3. #13
    Player
    Truen's Avatar
    Join Date
    May 2019
    Location
    Limsa
    Posts
    304
    Character
    Brunox Sky
    World
    Exodus
    Main Class
    Scholar Lv 82
    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.
    They should hire you. Great suggestion.
    (3)

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