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  1. #1
    Player
    Ceasaria's Avatar
    Join Date
    Oct 2013
    Location
    Gridania
    Posts
    1,332
    Character
    Ceasaria Pheonixia
    World
    Moogle
    Main Class
    Samurai Lv 80
    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.
    (17)
    Last edited by Ceasaria; 05-31-2019 at 01:28 AM.

  2. #2
    Player
    DamianFatale's Avatar
    Join Date
    May 2015
    Location
    Ishgard
    Posts
    3,089
    Character
    Arctura Fengari
    World
    Balmung
    Main Class
    Dancer Lv 90
    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
    Spear : 5% critical rate, grants 1 lunar seal
    Ewer : 30 potency mana regen, grants 1 celestial seal
    Spire : 10% to all healing actions used, grants 1 celestial seal

    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 playing this and dealing with the rng again than what they are trying to give us for ShB.
    I love this.
    (1)

  3. #3
    Player
    Beefslab's Avatar
    Join Date
    May 2019
    Posts
    6
    Character
    The Wall
    World
    Louisoix
    Main Class
    Paladin Lv 70
    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.
    I like the Divination idea, but I think many people would not appreciate going back to the old card system.
    (0)

  4. #4
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by Beefslab View Post
    I like the Divination idea, but I think many people would not appreciate going back to the old card system.
    The old Card system is what i LIKED about Astro. It kept the class interesting, it kept my mind occupied, it kept playing a healer 'fun'. it gave me 'options' during the fight.

    This new coin-flip with a 3-sided dice to roll next to it is just boring as all hell. Especially since, when its all said and done, it makes absolutely 0 difference 'what' you get as its all the exact same thing. The ONLY differences is if you can give the entire group that 1 single buff... or only 1 person.
    (8)

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

  5. #5
    Player
    Sanghelios's Avatar
    Join Date
    May 2014
    Posts
    614
    Character
    Zeniba Zhiya
    World
    Phoenix
    Main Class
    Dancer Lv 100
    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.
    Thats a great way of putting it. I like it.
    (1)

  6. #6
    Player
    tinythinker's Avatar
    Join Date
    Apr 2016
    Location
    Gridania
    Posts
    748
    Character
    Omi Senu
    World
    Faerie
    Main Class
    White Mage Lv 100
    Quote Originally Posted by Ceasaria View Post
    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.
    I suspect they wanted it simpler (in the sense of things like not having to worry about giving the wrong card to a damage dealer and screwing up their rotation) but also wanted to address the "fishing for Balance" issue. This isn't about whether whichever AST is reading this comment thinks such things were issues in need of fixing, but SE apparently did.

    And to that point, anything that gives straight damage will be sought after by many players. Even if the math says some higher value on another buff would technically yield slightly bigger deeps. It's a mentality that's hard to break. Rather than just removing Balance, they made everything Balance.

    Would like the new system better if used a mix of things other than a direct % damage buff and you needed particular hands to get longer durations or other enhancements to the buffs. The system would still simpler, have a smaller "risk" for poor card management, and yet let a player try to build a good hand as part of a mini-game.

    After drawing you’d have a choice to stick with and “spend” one card (which would always have some appreciated bonus), try to stack a second card (which could add some enhancement of the first card or a new effect but that may not be the best combo, so basically better than just the first card but not by much), or try to stack a third card.
    (1)
    Thanks for helping make the FFXIV community a fun and welcoming place. If you're not sure you have (and you very likely have), make it a point to be patient or helpful the next time you log in so that you can know you've made a difference.

    If you're on the Aether data center, congratulations! I might be your next exciting adventure healer in the Duty Finder. Please look forward to it.

  7. #7
    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)