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  1. #1
    Player
    ZoeZephyri's Avatar
    Join Date
    May 2019
    Posts
    9
    Character
    Zoe Zephyri
    World
    Mateus
    Main Class
    Astrologian Lv 69

    SE Removes Astrologian's Lore From Their Gameplay

    This is a crosspost from General Discussion because I'm very passionate about this issue almost entirely for Lore reasons.

    I'm crossposting the entire post for clarity, however, I would like to focus on this thread around the lore implications of these changes. To me, it won't feel like I'm playing the same class. It feels like Astro is being removed from their lore so much that they're just a Space-Mage and not a Fortune-Telling Time Mage.

    http://chng.it/Tqkk2NSBVd

    http://forum.square-enix.com/ffxiv/t...lip-A-petition

    Shadowbringers plans to strip all variety from Astrologian cards to the point it won't feel like you're even drawing from a deck anymore, but flipping a coin.


    Bole / Ewer / Spire: "Increases damage dealt by a party member or self by 6% if target is ranged DPS or 3% for all other class types"

    Balance / Arrow / Spear: "Increases damage dealt by a party member or self by 6% if target is melee DPS or 3% for all other classes



    Each set of 2 cards has a color that stacks on a new job gauge. Once you have 3 separate colors you can activate an ability on a 180 second cooldown that increases your group's damage in an aoe around you by 3-6%.

    The only time you think about which card to use, is once every 180 seconds, where your reward is to get an AoE Balance. Yes. Your reward for thinking about which cards to play is the same effect as the cards themselves.


    No longer will you have to decide to use a Ewer for mana regen or as a dps increase. No longer will you have to decide to use a Bole on the tank to give yourself more room to dps, or to burn it for a royal road effect for your dps classes. Should you use an Arrow to give your black mage cast speed? Or risk rerolling it into a spire for the chance to get a Balance? Doesn't matter.


    There's no reason to use spread, because, there's no effects to save. Every card can just be auto-used. I was excited to see redraw getting more power, but what is the point of buffing redraw when there's no longer a reason to use it?




    This is not Astrologian. Astrologian is a fate based fortune teller. The cards having varied effects and differing power levels is required for class identity. In the same way that Fate feeds you cards of different strengths, it's up to you as the interpreter to carve your own path through the hand you're dealt with Royal Road and Spread. Shadowbringers would remove the flavor from the class to the point of it being stripped of its key feature and not being Astrologian anymore.

    I feel cheated. It's like turning the Scholar fairy into a totem that has literally no spells, but increases healing done by a flat amount when it's active.



    Edit to address common concerns in the comments:

    A lot of people seem to think I'm complaining because Astro is getting 'nerfed'. Far from it. It could be half of the performance of SCH and WHM and I'd still play it. Yes, everyone fishes for AoE balance because it's the "Ace" of the deck. That doesn't mean we want to only have that card.


    Getting rid of the varied cards to be replaced by 6 types of the exact same effect is like removing our ability to see the future at all. There's no fortune to be telling when every card means the same thing. There's no room to be a Fortune Teller when we lose Spread and RR to the point we're unable to influence our Fate at all.


    This has nothing to do with class-balance or how Astro interacts with the other classes. A lot of people say it's to give Dancer room to be the buff class. That's fine, I don't care if we lose the utility. If SE wants to give us only DPS buffs, at least give us 6 flavors of different ways to boost DPS. Why do we lose Arrow and Spear if we're going this way?


    SE is telling Astrologians: You get what you get. You can't fight fate. There's only one path now, and we're not letting you interact with that path.


    http://chng.it/Tqkk2NSBVd
    (10)

  2. #2
    Player
    Iscah's Avatar
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    Nov 2017
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    14,034
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    While the AST changes are certainly unfortunate for the feel of the job, it seems to be part of a broader move away from MP regen, TP in general and 'specialised' boosts.

    Any lore adjustments will have already been written into the game by now, and it won't even be the first or most dramatic script adjustment the story has had recently.


    Also this doesn't come off like you're telling us this because you care about the lore, but just because you want to drum up more outrage about it. "Look at this thing they're doing! Aren't you angry? You should be angry!"

    I can't speak for others, but "mild disappointment" is all I can feel over this. It has far more of an impact on gameplay than lore, and they'll make the lore work with it. We're still telling fortunes with cards, but the format might be a little changed.



    Edit to add: I also don't think it will affect the basic feel of the gameplay anywhere near as much as you're making out. You're still drawing cards, seeing what you get, remembering in the midst of battle which cards go to which of your party members, and throwing cards to the right (or occasionally wrong) person.
    (17)
    Last edited by Iscah; 05-31-2019 at 03:07 AM.

  3. #3
    Player
    WhiteArchmage's Avatar
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    Jun 2015
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    1,457
    Character
    Samniel Atkascha
    World
    Faerie
    Main Class
    Dancer Lv 90
    Actually, it's part of something that upsets me but I get why they did it: the removal of job quests in 5.0, to be replaced by role quests. On the one hand, I love the job quests because they bring so much lore to our jobs and the world (WHM and the elementals, BLM and Mhach/the Void, SCH and Nym, MNK and Ala Mhigo...), but I can recognize that a lot of the quests introduced a job skill which may be removed (Leeches) or be entirely different going forward (Cards), so they're protecting themselves from leaving gaping plot-holes in the job quests.

    On the topic of AST changes, I think it's little about changing the Lore and more it leaves me a "Ugh, well, whatever, gonna have to relearn my cards"
    (2)

  4. #4
    Player
    Iscah's Avatar
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    Nov 2017
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    14,034
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by WhiteArchmage View Post
    Actually, it's part of something that upsets me but I get why they did it: the removal of job quests in 5.0, to be replaced by role quests. On the one hand, I love the job quests because they bring so much lore to our jobs and the world (WHM and the elementals, BLM and Mhach/the Void, SCH and Nym, MNK and Ala Mhigo...), but I can recognize that a lot of the quests introduced a job skill which may be removed (Leeches) or be entirely different going forward (Cards), so they're protecting themselves from leaving gaping plot-holes in the job quests.
    While "less job quests" sounds like a bad thing, I think one substantial quest at the end will actually be better for story pacing.

    Having just gone through Stormblood with an alt, it feels like there's no good time to run job quests. You have to step away from the continuous main plot to possibly go halfway across the continent for a fragment of a different story - or you can put it all off until Lv70 (at which point you must detour into this other story right as MSQ is reaching its climax, so you'll have your Lv70 skill and armour for the finale) and go through them all in one shot. This feels like about the right pace for the amount of story in the quest chain, but then you're overpowered for early battles and the story is broken up by the would-be gaps between leveling. "Thanks X, we'll let you know if anything comes up. ... Oh hello X, good to see you again. Let me fill you in on what's happened since I last saw you."

    One continuous quest designed to be taken after completing the MSQ sounds like a wonderful idea.

    Additionally, it sounds like the role quests will be MSQ-linked and help drive the story, rather than pulling you away from it.
    (8)

  5. #5
    Player
    EdwinLi's Avatar
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    Aug 2013
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    4,882
    Character
    Chloe Li
    World
    Balmung
    Main Class
    Machinist Lv 100
    Quote Originally Posted by Iscah View Post
    ---
    Don't forget this also means now they may dedicate the story to be a bit longer as well since they don't have to scatter resources for multiple Job's stories.

    Also this can mean the Job/Class NPCs from the same Job roles storylines can now be in a storyline where they all interact with each other rather than exclusively within their own Job/Class.
    (4)

  6. #6
    Player
    Razard's Avatar
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    Apr 2014
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    429
    Character
    Razard Baleth
    World
    Odin
    Main Class
    Arcanist Lv 90
    Quote Originally Posted by ZoeZephyri View Post
    I'm crossposting the entire post for clarity, however, I would like to focus on this thread around the lore implications of these changes. To me, it won't feel like I'm playing the same class. It feels like Astro is being removed from their lore so much that they're just a Space-Mage and not a Fortune-Telling Time Mage.
    Two of their new skills are: Horoscope and Divination.

    If you are going to try to drum up outrage at least get your facts straight.
    (9)

  7. #7
    Player
    Iscah's Avatar
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    Nov 2017
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    14,034
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by ZoeZephyri View Post
    It feels like Astro is being removed from their lore so much that they're just a Space-Mage and not a Fortune-Telling Time Mage.
    Picking up on this sentence because Razard highlighted it - "time mage" has never been part of astrologian's focus, either lore-wise or as their "core gameplay identity", which is (and continues to be) stars and cards, with time manipulation as a secondary ability used in only a few spells.

    Lore-wise it's remarkable that Sevestre is such a skilled astrologian that it's claimed he has the power to stop time. This is not a key element of the art, it's a rumour that gets passed around regarding one of its most formidable practitioners.
    (1)

  8. #8
    Player
    JeanneOrnitier's Avatar
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    May 2017
    Posts
    630
    Character
    Noa Kyrie
    World
    Mateus
    Main Class
    Dancer Lv 90
    Another thing with Job Quests is that, as they keep adding Jobs, the thinner the amount of focus they can put on each job's questline gets. I honestly feel Job Quests were already suffering even in Stormblood. Role Quests are fewer but if they're higher quality because of it I can accept that, as much as I'll miss seeing my job friends.
    (5)

  9. #9
    Player
    Naraku_Diabolos's Avatar
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    Jun 2012
    Location
    Gridania
    Posts
    1,253
    Character
    Hayley Westenra
    World
    Excalibur
    Main Class
    Ninja Lv 100
    Quote Originally Posted by Iscah View Post
    While "less job quests" sounds like a bad thing, I think one substantial quest at the end will actually be better for story pacing.
    I know the main reason we don’t have job quests this time around. Mainly being that we are traveling to the First, and there’s literally no way to tie in, say Oboro/Curious Gorge into the new ShB areas. Reason being that only us WoL can travel there, while job NPCs can’t do that.
    (7)

  10. #10
    Player
    Iscah's Avatar
    Join Date
    Nov 2017
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    14,034
    Character
    Aurelie Moonsong
    World
    Bismarck
    Main Class
    Summoner Lv 90
    Quote Originally Posted by Naraku_Diabolos View Post
    I know the main reason we don’t have job quests this time around. Mainly being that we are traveling to the First, and there’s literally no way to tie in, say Oboro/Curious Gorge into the new ShB areas. Reason being that only us WoL can travel there, while job NPCs can’t do that.
    That too, and I almost mentioned it in my last post - but it's not as much of a hindrance because plenty of previous jobs have had their entire questline remain in ARR areas, with maybe a token visit to somewhere new.

    Expecting us to detour back from another dimension every three levels would be the bigger story-issue for me.

    (I'll be interested to see whether the plot has us permanently on the First throughout the game, with returning to Eorzea being merely a gameplay convenience, or if we'll be traveling back and forth canonically.)
    (0)

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