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  1. #11
    Player
    Rahspdoy's Avatar
    Join Date
    Sep 2013
    Posts
    210
    Character
    Rhapsody Starfire
    World
    Lamia
    Main Class
    Dancer Lv 80
    Quote Originally Posted by guardin View Post
    We heard your suggestions but most of the AST players are pretty happy with the changes and are excited to get their hands on it. Heck a lot of players are talking about going over to AST because its more fun to play now. I also hopes my opinion gets noticed
    Got a link to any of them? I scrolled through 6 pages of posts on this particular section of the forum and didnt find a single one stating that someone was 'happy' with the changes to Astro.

    There were a few threads where folk were happy that the DPS was removed so they could focus on healing without fear of a group fussing at them for not dps'ing between heals, but i didnt see a single thread started by anyone saying they loved the new Astro changes.

    There's been a few posts by people 'in' threads started by people unhappy with them stating that they are happy with the changes, and there have been a few back and forth discussions 'within' those threads, but i cant find a thread 'started' by anyone who's "for" the changes to astro's card-deck game mechanic.
    (6)

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

  2. #12
    Player
    Dyvid's Avatar
    Join Date
    Mar 2011
    Location
    Maelstrom
    Posts
    3,057
    Character
    Dyvid Pandemonium
    World
    Adamantoise
    Main Class
    Blacksmith Lv 90
    You know, why not just change the cards to buff main stats; VIT, STR, DEX, INT, & MND. Then use Ewer to replenish MP. You can keep Seal of Arcana the same.
    (0)

  3. #13
    Player
    Oxdarock's Avatar
    Join Date
    Jul 2015
    Posts
    162
    Character
    Roxanne Stoner
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90
    Quote Originally Posted by Ceasaria View Post
    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, looking at this, the immediate issue is that there's so much text, I can't imagine how long the tooltip would be for this, lol.

    The next issue comes in the from the seal rewards in that it essentially goes back to players constantly fishing for Balance or Spear, which is something SE wanted to move away from.

    As I've said before, all the new tank CDs and healing moves make Bole and Ewer less relevant than before. Spire isn't something you want to give to a single player even as a healing buff and, again, most people don't know how to utilize skill speed, making both the Arrow and the speed lunar seal buffs almost entirely undesirable. I also doubt that you'd even see players shoot for three of each buff as it'd require all 9 draws you have before using Divination (including Sleeve Draws and Re-Draws) and leaves no room to use Minor Arcana.

    I do however like the idea of seals determining the overall buff, so long as you replace attack speed with direct hit rate and the seals cap at 3 like they do now. In order to prevent fishing for specific cards however, it'd have to inversely pair up with the duration effects I previously mentioned. So basically, while seal effects increase in potency for every seal you have when Divination is used, the durations would look like this:

    No different cards: 10 secs
    2 different cards: 15 secs
    3 different cards: 20 secs

    Still gives a decent amount to think about depending on the party comp or RNG imo.
    (0)

  4. #14
    Player
    Oxdarock's Avatar
    Join Date
    Jul 2015
    Posts
    162
    Character
    Roxanne Stoner
    World
    Midgardsormr
    Main Class
    Pugilist Lv 90
    One thing that I was hesitant to include is in regards to my first suggestion of having the solar, lunar, and celestial seal cards giving dmg, crit, and dh buffs. I figured that keeping Minor Arcana's effects as is with these cards would keep things simple, but it could be possible to have cards that differentiate what effects do what. Basically, it could be something like this:

    Minor Arcana on Balance= Lord of the Sun (dmg buff for melee)
    Minor Arcana on Bole= Lady of the Sun (dmg buff for rng)
    Minor Arcana on Spear = Lord of the Heavens (crit buff for melee)
    Minor Arcana on Spire = Lady of the Heavesn (crit buff for rng)
    Minor Arcana on Arrow = Lord of the Moon (dh buff for melee)
    Minor Arcana on Ewer = Lady of the Moon (dh buff for rng)

    Now I feel like these difference can be indicated by a simple color change to the move itself, however I'm not sure if it should have new illustrations for each card for the purpose of aesthetics.
    (2)

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